Just saw this, this is interesting. Again, it's another thing that we really have to see in full context of the game, but there's a change to the way passing works in Press Turn. This video shows a comparison of doing the same thing in Nocturne, and it worked that way in IV/IV Apocalypse as well.
If you have four press turns:
In SMTV
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1. Pass once - One icon flashes
2. Pass again - second icon flashes, first one doesn't disappear
3. Pass again - third icon flashes
4. Pass again - fourth icon flashes
5. Pass again - first icon disappears.
In Nocturne/IV/IV: Apocalypse/Digital Devil Saga
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1. Pass once - One icon flashes
2. Pass again - Flashing icon disappears
3. Pass again - One icon flashes
4. Pass again - Flashing icon disappears.
Basically the difference is that passing will make any icons you don't have flashing flash, instead of disappear. Using a practical example
In V, assuming you have protagonist + 3 demons, one knowing Agi which is the enemy's weakness:
1. Demon with Agi uses it on enemy, icon flashes. - 1 flashing, 3 not.
2. Next demon passes, another icon flashes - 2 flashing, 2 not
3. Next demon passes, another icon flashes - 3 flashing, 1 not
4. Protagonist passes, another icon flashes - 4 flashing
5. Demon with Agi uses it on enemy again - 3 flashing
6. Pass - 2 flashing
7. Pass - 1 flashing
8. Pass - enemy turn
Doing this same thing in Nocturne:
1. Demon with Agi uses it on enemy, icon flashes - 1 flashing, 3 not.
2. Next demon passes, icon disappears - 3 not flashing.
3. Next demon passes, icon flashes - 1 flashing, 2 not.
4. Protagonist passes, icon disappears - 2 not flashing.
5. Demon with Agi uses it on enemy again - 1 flashing, 1 not.
6. Pass - 1 not flashing
7. Pass - 1 flashing.
8. Pass - enemy turn.
It's still effectively the same amount of turns, but does make it easier to exploit the system if certain demons have weaknesses, and you don't have any "use it or lose it" turns, particularly if everything that demon has would trigger a block/drain/repel you would want to skip.