The melee component is largely unaffected by the aiming functionality and other components. However, it’s important to consider that while all 3 combative components can only be used one at a time, the flow and transition between them require conscious development.
The grand ideal of the 3 combat components is to be able to say:
Use an unaimed knockback blast as you engage an enemy. They launch away as you prime your axe and lob it into their knocked over body. As they’re standing up you’re running in for a sprint-attack, which you then continue to combo from to assault them with a barrage of melee hits. They leap backwards because they’re a unit type that tries to get its bearings, so then you channel an aimed fireblast at them to bridge the gap and finish them off.
The significance of these fluid transitions between attacks is that because the combat functionality originates from the items equipped, you will need to employ different strategies based on the various equipment you’re currently carrying. If you can’t find a knockback power blast item, you can’t factor that into your combat at the time. Perhaps you have a poison sting or something instead.