An action game *can* also be an RPG and nothing prevents it from being a good one. DA2 had some seriously flawed features, but roleplaying was not among them.
I guess I disagree, because for me the dialogue wheel also presents a movement toward "action-roleplaying".
In essence, I no longer have to stop and read 3, 5, 8, or 12 dialogue choices, and pick among them by deciding what words and ideas constitute my character's reaction to the situation by reading text.
I'm just picking from three possible emotes, Angry Face, Jokey Face, Olive Branch/Peacey Face.
You don't have to stop and think about dialogue to pick, just what icon-emote to hit.
I do know some people find reading and choosing among three (or more) fully long 1-3 sentence paragraphs slow and ponderous. What can I say, I don't.
I don't care whether the protagonist has a voice or not. To me it's a non debate. Give him one. I just want to be able to think about what he's going to say, not just by picking an emote, but by picking dialogue, just as one might be doing for writing a play for an actor.
Also, BTW, if I require a quest, noted by an exclamation point!, to talk to my companions, that also feels to me like action-interaction opportunity. Like interactions with them are actions I have to take, rather than quiet moments to chat, getting to know one another better.