I think it's really a matter of perspective on how you expect roleplaying in this game (or really, almost any newer rpg) to work.
In the older games (BG2, Planescape, DA:O to an extent), your character was nothing but an avatar of you in the game world -- they didn't really have any character of their own, but the lack of voicework meant that they could have a ton of options for conversations. I'd argue BG2 and P:T had it easier in this regard, since most responses weren't voiced either, so it was much more convenient to have conversations go anyway you'd like. You also had little to no animation for conversations, so there was no need to script them to get to a certain point or place in the world. These, along with a few other factors, expanded your options considerably, but also made it so the developers really couldn't assume anything about your character, so all responses had to be reasonably open-ended enough that any character could have made them (seriously, go back and look at some of BG2's conversations, they're occasionally unitentionally hilarious in just how bland your character is). The only one to really break this was Planescape, but Planescape is really the abberation here, in that it really focused on storytelling when most of the other games went with a more combat/grand adventure focus.
In newer rpgs, the approach has shifted from you determining fully your character to you having a series of preset features and roleplaying within those bounds. I still feel that DA:I is a significant step forward in this regard, in that it broke the 3 choices + special system of ME3 and DA:2 and gave you quite a few more options at times, especially when you're responding to questions about yourself and your beliefs, or how you feel about a certain situation. Still, I can understand the discontent, as for example my elf can't be violently anti-human, and you're still forced to take certain actions in situations even if it doesn't fit the character you envisioned. The tradeoff for this is that your character feels more like an actual character in the world and not just an avatar for the player -- I actually quite like snarky Hawke as a character, yet I could care less for the Hero of Ferelden because they really have no personality to speak of. There's more potential for wildly different characters there, but in returns they really give up any defining character traits or likeable quirks.
I personally don't think either of them is definitively better, although I must admit a slight preference towards the old way (if only because I adore Planescape). However, I do think that part of the backlash towards the new way is that we haven't really had an older style rpg with a good focus on conversation and characters -- Wasteland 2, while a decent game, is much more combat focused, with most of it's personality coming from its setting rather than the characters or dialogue, and the other two big revivals of Pillars of Eternity and Torment Numenera aren't out yet. It'll actually be interesting to see if those recieve a backlash due to the protagonist being less of an entity, although I'd imagine the target audience for those games much prefers the older style and won't complain. Or Numenera's tides system could actually work and give the best of both worlds (minus those who actually like voice acting, I suppose).