I've thought a bit about turning issue and came to conclusion that we should blame cmp for current state of melee combat.
Before "early active attacks", hiltslashing wasn't easy to pull of like it's now. Thanks to that change, in situation when I'm standing at enemies side, if he swing aiming at my teammate I'll be the one to take the hit. While that is realistic and makes sense it add a lot of randomness to melee combat.
Attacks being active so early in the animation is the reason why combat shifted from proper timing (both attacks and blocks) to what I call dancing which is nothing more than attempt to confsue the enemy, playing on lucky card that your hit will connect and deal damage. This style of fighting is something that abuse people who can't block held attacks very well.
While I like this slight turning nerf because it's realistic (although it's still possible to turn for 1080 degrees in less than a second) I think that you should first try to adjust your own invention, early active attacks in order to prevent cheesy way of fighting that's prevalent these days.