I think people get overly nostalgic about the BG series, as great as it was. It had very limited roleplaying compared to games like Fallout 1 and 2, Planescape:Torment and Arcanum, which I don't think have been surpassed for roleplaying to this day (though FO:NV is possibly their equal).
What do I consider important in an rpg? At the core of roleplaying, as I see it, lies the ability to control who your character is, mainly through controlling their value hierarchies, ideological preferences, personality traits and behaviour patterns. Some of these primarily exist in the character's minds, so they do not always need to be expressed explicitly, but I must be able to play my character consistently, which means I must be able to consistently avoid actions or statements that would contradict my vision. Having options to express my character explicitly is obviously very desirable and makes for a better roleplaying experience, which is why PST, the Fallouts and Arcanum are way better RPGs than the BGs, but the BGs left space for me to imagine my character, and supported roleplaying, sometimes explicitly but almost always by omission, which is why they qualify as an RPG beyond the combat mechanics, and which is why the ME games increasingly don't as you go from ME1 to ME3.
That means, voiced lines do not necessarily present a hindrance, as long as I have an appropriate option to choose in every conversation. Instead, the elements that can completely destroy roleplaying in a game are autodialogue and paraphrasing. Autodialogue, obviously, because I have no control over what my character says, and if it's against my vision I can't avoid it. Paraphrasing, because - as I've repeated ad infinitum - words do matter and mean different things to different people, and I am unable to make an informed decision about what my character's going to say if I don't know the exact phrasing.
Those things were not a topic in the older games because of technical limitations. Cinematic presentation of character interaction and fully voiced protagonists didn't exist so there was no need to synchronize voice and visuals or even give a protagonist's line a defined tone beyond what's implicitly present in the line - which, as opposed to what promoters of paraphrasing claim, is almost always reasonably unambiguous if you want it to be.
Many people like the cinematic presentation. I do, too. Generally, I wouldn't want to go back to the older style (though I've become a backer for PoE because I want a game without the limitations imposed by the presentation once in a while). But I am very aware of the roleplaying elements that have been sacrificed for that. Conversation design in rpgs is now subject to the rules of screenwriting which means it inherits all its problems, including things like lack of depth, increased stereotyping and focusing overmuch on emotion. We now have fewer conversation options as a rule because voice acting is more expensive than wriiting. That is extremely regrettable but I'm willing to live with it because it's largely unavoidable - as long as I can still avoid statements incompatible with my vision of my character. If game manufacturers put in the effort and resources to present as many choices as in the older games, I'm going to commend that effort because these days it takes more effort and resources than it used to. However, I am not giving the same consideration to paraphrasing, because IMO it is completely superfluous and imposes artificial limitations that could be easily avoided. As I see it, paraphrasing is the single worst new feature added to roleplaying games since 1996 (which was the year roleplaying in video games was redefined by Fallout 1), because it affects every single conversation you're going to have in a game. In a game with paraphrasing, I am generally unable to roleplay meaningfully until I have memorized all options that exist with their spoken lines.
So....no, in general I don't want my games to be like the BGs. I want them to be like Fallout 1 and 2, Arcanum and Planescape:Torment, presented in a modern style but with all their exemplary roleplaying intact. I wonder if I'll ever see the day that happens.