A turn limit would not solve the current problem, I would run in circles, heal up, and then next turn just attack a weakened enemy with full hp kite all over again, all a turn limit does is just slow down the kiting tactic, I still get 300 xp for killing that drake so who cares if I spend 1 or 2 moves attacking it?.
I think some other limits could be:
1: Gives most monsters a 3-4 ranged attack with cd, so they could use that on kiting heroes, this would also need the AI to Move and THEN cast Throwing Knifes in the same turn.
2: Give some monsters the ability to slow down movement in tactical combat.
3: Put a turn limit on how many turns or how many HP regeneration can effectively heal.
4: Alter regeneration to just provide a massive boost between combat, instead of a slow trickle inside of combat.
I would rather have those ideas than a turn-limit on combat, I hate artificial turn limit, everywhere 
Sincerely
~ Kongdej