Although Starcraft 2 comes close, Blizzard still has not solved the problem of realtime strategy games being too hard to control to allow it to really be about strategy and tactics, and perhaps they don't want to either.
Maybe it's the case at the beginning, when realtime can be overwhelming, but at higher level, people have a lot of different tactics, be it build orders (like chess openings), general game flow and timing, specific offensive tactics (there are actually so many that getting information about what your opponent is doing is one of the most critical part of the game) and choosing army composition based on opponent's one weak points.
As for strategy, I think fast decision making should be considered in the field of strategy too : you have to act quick while still following a bigger plan, and be quick to change it in case of problem. After all, nobody would say blitz chess games are not about strategy. But yes, it can feel totally random for casual players, just like blitz chess.
You say higher level like it's something that's attainable by simply playing a bit more often but actually you mean 'highest'. A level of skill with manipulating units that's only attained by 0.0001 of Starcraft players, it is not something people suffer from 'at the beginning'. It's a skill that's generally thought not to be attainable or even sustainable past the age of 30.
I am not debating whether Starcraft has strategy, tactics or whether fast decision making is a cool element of a game. I think it's all true. It's just that in Starcraft those things are all only relevant when you're better at manipulating units than your opponent is.
It's what makes Starcraft more a sport than a game.