I think, when it's not bosses, enemy traits don't have a huge gameplay effect. They just give you an idea of what the thing is and what it can do. It's more worth knowing weaknesses. Bosses, on the other hand, can invoke traits like you can bonds and backgrounds so knowing what they are gives you the opportunity to avoid putting them in a position to use them.
That might help narrow the focus of your spending, but it doesn't really avoid the gambling issue. Of course, when you consider it's 2IP to drop an elemental shard (consistent 10 damage jumping to 20 on a weakness) narrowing down the potential weaknesses and then lobbing a shard at one of the remaining ones does up your chances of doing more damage than a standard attack.
In that regard, I think it does replicate the tactics you can use in JRPGs (reminding me a lot of Persona) but it is a jump from the trends of a lot of TTRPGs.