RPG is not Role Creating Game

I wonder when does this transition happened, because up until 2005, I was not into computer RPGs. I still play TT RPGs to this day, and I am very skeptical of the whole RPG thing in video-games.
I was once a developer, I still work with programming and I have done modding for a good chunk of the last 16 years, and I understand you cannot emulate the whole RPG feeling in a computer, not even using LLMs.
However, my problem is not the linear nature of the games, but what is done with them, and mostly because of the players.
The main argument here circles around the idea that RPG is your Role Playing of a Character. There are points assigned for people who understands the character, the setting and do it accordingly.
Video Games however changed it to an idea that the closest that character is from being you, the player, will be better. I will not take this argument into politics, but a similar argument must be made: The character in a game is not meant to represent you.
Today, games are made into a mess of story, in which a setting and a plot must be adequate to be played by a character that must be the representation of the player in that World. That, to me, is the one crippling factor that hinders the work of any writer into creating a masterpiece of game.
Take Mass Effect for example. People tend to put it in a pedestal of games, substantiating along other similar experiences the "pinnacle" of "Bioware Magic". Bioware so called Magic either still there or never existed because in that regard nothing really changed.
World of Warcraft is said to be the pinnacle of RPG, to this day, by a number of people. It was never. You can say or put forth any argument you want, those of us alive at time know that World of Warcraft is a "lucky failure" into being a Warhammer game.
As soon as it lost the connection with the original story, which is heavily "influenced" by Warhammer, the game itself plunged into an abyss. Not even leaning heavy on Lovecraft saved the modern tinge to it.
And what is the underlying problem?
In my opinion, the underlying problem with all of this is the fact that RPG translated into games the people celebrate are parodies of a real life. The tendency of a game to be fast earning and popular as fast as it can be undermines its longevity and its quality. The RPG becomes a "Role Creating Game", not a Role Playing Game.
Commander Shepard started this tend. Embedded in the very first Mass Effect is the risky proposition that granted the pass to games that burn fast, bright, and eventually die. Mass Effect itself lost that destiny and became a sort of cult up to the point it failed in its own shadow. I dont think Andromeda is bad for the problems with the game systems. Mass Effect 1 itself was a buggy mess when it was launched, and it only survived because the gamers at that time were not the modern gamers. Andromeda in my opinion failed to be included in the Mass Effect "cult" because it went further into the abyss of self reflecting development.
Mass Effect introduced a concept that people would say existed before, but not quite. The games using similar systems for RPGs, like Knights of the Old Republic (KOTOR), introduced it as a flat out gimmick for the storytelling, obviously encompassing fixed lines of character building. Mass Effect introduced the ability make choices and track independently the effects of each stack of choices. Baldur's Gate first two games did something very similar, but all inherently limited by the computational nature of those scores. If you analyze the saves of these games, you will find out that like some modern technologies people also mistake for "reasoning", they have scores which trigger certain storylines, or cut others short.
In a computer RPG you cannot account for infinite choices and their results. You have data the game has to have prior to the use, so the answers must be given to the questions it has in storage. This for the simple games of old. Today you add voice acting, which is mostly billed by the hour, be it by contract or freely, and graphics, also billed by the hour. The more options you put in a game for the story, the higher its cost, so companies must be mindful of what stories they will tell.
Now we enter in the meat of the question: Identity Content.
The Mass Effect trilogy itself creates the illusion that "your Shepard" is a unique result of your choices, but it barely ever is. What it does is having a full "tree" of what Shepard can be, and your choices open or close branches in that tree. With some wit, you might observe that no matter how much you choose about your Shepard, the end result can be described as a little more than 29kb of data, and most of it to describe game environment variables, and literal text, being the choices which are relevant to the game not even requiring a whole 1kb for itself.
If you take the save editor, you will notice that the data of your choices you think so important are nowhere to be found. That is because they are relevant only as direct response to them, things that happen as direct result of those choices, and will never be brought up again by your choices, instead, by generic dialogue that might fit your choice in your mind, but will fit any choice regardless.
The Mass Effect Trilogy itself mastered the illusion of choice across its games, requiring roughly 70kb for its saves, using more environmental variables unrelated to choices, plus the data of the whole choices of all three games not occupying 3kb together. And in Mass Effect 3, you can notice, after playing it enough, that very little end up changing something in the story. 
It is at this point that I talk about the green car/red car fallacy. A lot of people will spew marketing garbage and talk about "choices" as if everything you have a choice is a meaningful branching narrative choice. And then I equate it to saying your life was saved because you took a green car instead of a red car to go to the hospital.
Pedantic arguments aside, like a red car being more likely to be stopped by the police, which is a clear ignorance on how statistics work, and the fact the people might prefer a given color, which is irrelevant, the point is: The start and the end are the exact same, and the color of the car will not change the outcome of that trip to the hospital, in a game setting. And so wont the hair style or color of your character, the gender, even things that should, like your background. There is still to show up a game that is popular among players justifying the investment, which will change the story based on your choices of background.
There is a video on YouTube comparing the lines of Female Shepard and Male Shepard. While it is meant to show which Voice Actor seems to express what in each situation, you can notice from there that not even the fact that one is a man and the other is a woman will change how and what they say, regardless of the situation being even important to make a distinction.
Modern games are even worse on that.
Baldur's Gate 3, which is a fun game I have spent thousands of hours playing at this point, is a fine example.
You can say whatever you want, from the technical standpoint, Baldur's Gate 3 is nothing new or groundbreaking in terms of RPG, or game in general. If you take the time to compare, there is even a 8 second passage in its ending that replicates, even in positioning, the Mass Effect 3 ending.
It does a few things better than Mass Effect, but better in the sense of doing the same thing, but more efficiently. It uses the same scoring method Mass Effect uses. In ME, you have a number for neutral, friendly, attached, relationship and rejected in terms of companion dynamics, in BG3 that becomes a continuum. The end result is of course the same. You have a character that changes their views on a certain topic based on your choices of dialogue to them. You have Garrus, you have Shadowheart. BG3 system is more complex, the end result is the same.
All rest in one simple thing: Gamers do not want it better, they want it crappy. 
They might talk about games doing things differently, like BG3 or Cyberpunk, but it is actually the same old choices dont change where you going, just how far you can get. And that is comfortable, that is safe, and that is tutorial friendly.
It is like an old game, in which the devs put months of development in a cycle that rewards players from being smart about the resources, and leaving the environment to farm for them. Barely no player even played it smart, not even having a tutorial for that. They instead went there and farmed the living crap of everything, and then complained things took too long to respawn.
If it was possible in terms of computing technology to make a game that replaces every aspect of TT RPGs and allowed players to have meaningful choices and different ways to go about the story, this game would probably fail miserably, because no one wants to take responsibility for their choices in games. And we have facts to show that. WoW introduced choices in multiple expansions, choices that would change how your character is definitely. They all got backlash until changed to meaningless cosmetic choices. There are other examples, but those complicated the matter, by showing the truth about something people still not getting: choices do not matter.
Baldur's Gate 3 is spoken as if it was the pinnacle of RPG writing, from the thousands of hours I played, and contrary to many players, ended the run most times, there is not much difference between doing the "full completion" and the "I know where I am going so I wont be stopping to ask directions" run. It hides a lot of linearity in cosmetic choices. One of the blatant examples is racial tailored dialogues. You have the tag for the race of your character, but for the most part, the story even treats your character as a generic player character. A drow that will react like all characters do, even in the Underdark. A duergar who goes around and their only choices are just the same as all other characters to reactions any TT DnD narrator would instantly stop to make a round table on what is appropriate for good RP.
And I am not saying that to the detriment of Bioware or Larian. What I am saying is that players do not want good story rich games. They want games to feel good about themselves playing the game, while complaining the game should do better about its story and narrative. 
It is like many devs have said in different "game conventions" through the years: People say that, but we have the data on what they do, for how long, how many times, and that is what we follow in general.
If players really wanted what they say they want, nothing would make the "money guys" happier than knowing it, doing it, and making sure it is done correctly.
The problem is not them.