Generally, I agree with Becky's definition. Most action adventures make quick movement or combat a bigger part of going on than the puzzle solving.
This is even true of my beloved Zelda games, which have quite a few puzzles!
I don't have a lot of confidence with timed bits in adventure games either. Too often the controls are sloppy, the time is short, and there's no real 'training' for the moment when it comes. As a result, its actually tougher for me to get past some of these bits, than in a full-on action game!
If I havent read or heard about the challenge, my first 'warning' is often 3 seconds ahead of the 'restore' screen.
This is coming from someone who plays some platformer titles, the occasional rpg, and a few of the more family-friendly action adventures.
Personally, I regard Uru:Chronicles as an adventure game with 'action' motion. You had an 'easy' area to learn how to move your character, no combat (unless you took on the cones
), and only a few 'crucial' jumps to make. Uru is about exploration, puzzling & study. I love it
Broken Sword 3 was skirting the edge of action adventure. You mostly evaded being shot, but in the end you did 'fight.' Many times I initially failed to move in the right direction or quickly/stealthily enough and poor George (or Nico) bought the farm. Only some of those were also puzzle-related. Emphasis was still on the story & puzzles in BS3 though. You still had a number of things to figure out. So while I had quite a few hair-pulling moments in it & needed a save to get past one area ~ it still felt like an adventure to me.