While I respect your PoV, you made quite a few errors.
1- While there's no stats on level-up, you can still craft or even take passives that increase the stats you want. For instance I could've easily increased my strength on my mage through 1 component of the staff.
2- Access to inventory and spell trees is locked in combat for QoL. You simply cannot decide to change your armor or swap out spells in the middle of combat. Having them unlocked was a feature rpgs just happened to have. And the limit just compliments the design decision, as it wouldn't make sense to limit your abilities (to allow for more preplanning), then just give you access to spells anyway.
3- What game are you playing exactly? NPCs move and talk the whole time. Simplest example being the elven widow in Hinterlands, once you defeat the rift infront of her she'll start leaving her house. Or the refugee who has a sick wife constantly moves from shelter to the outdoors. NPCs talk so much sometimes their dialouge is bugged and a couple say the same thing at the same time.
4- You can't pick pocket but you can definitely persuade. Actually some dialouge gets locked out based on your personality. If you made choices that were religious for example you'll start getting religious related options. If you've unlocked the noble dialouge perk you can persuade them to be at your side. Among many other options that are based on your choices, including race, class and even specialization.
5- There are very few 'invisible walls' and the areas that you need to go back to war room to unlocked are clearly blocked and will need more than your inquisitor to open. Again excellent QoL.
Arguably combat isn't the best, even though I enjoy it immensely. But that's another thing. This game is an awesome rpg simply because it satisfies the 'role playing' far more than just text and armor. Which consequently led to less options true, but It's a step in a really good direction.
1 - there are no stats on level-up. That is a fact. Stats being locked into your skill tree doesn't do much for freedom of choice in your build.
I could do a crit-based, low-constitution warrior in DA:O... Or a beefy, low-INT/WIS mage.
Point is, customization is funneled and limited.
2 - access to inventory and spells being locked in combat is stupid. There's no excuse.
Why would I be cut off from reading up on a spell because I'm in combat (and there are no tooltips btw)?
Swapping out armor is a pretty lame excuse, since games from 1999 (BG for starters) had the "you can't swap armor while in combat" thing going.
Also, you go in as a fire based mage, run into fire based demons in the middle of E. du Lion (an icy area).
You're locked into your Fire staff and Fire spells, with no access to your inventory or spells. You KNOW lightning/spirit spells, but your mage just can't remember them in that moment.
I don't see how that is logical, strategic, tactical or fits the lore.
3 - "NPCs move and talk the whole time"?
I dunno what to say to this. Have you played Skyrim or Witcher 2? Have you seen what a city of people "living their lives" and reacting to you looks like?
No, in DA:I, NPCs do NOT move and talk the whole time. They don't have jobs or chores, there's no day-night cycle, etc etc.
Go around Skyhold or Val Royeaux. Count how many people move or talk or react to you. See how many you can pickpocket or nudge. Take your clothes off, see if anyone says anything.
That is stuff that I don't even mind in a party-based, story-driven RPG with semi-linear design like DA:O.
But when a game wants to be open world, like DA:I, it's certainly noticeable - world, while big and beautiful, feels dead.
4 - Persuasion isn't picking a dialogue choice without me investing something in my character.
That's just picking an option from the dialogue tree.
Persuasion is an alternative way of getting certain stuff done (not all, of course) by investing in your character by way of points or traits or something.
It's not set in stone HOW you have to invest in it, but you DO have to invest in it in SOME WAY - in order to actually differ from a character that has nothing invested in it.
5 - There should be NO invisible walls in an open-world game. One or two per every zone (unlocking missions), it adds up. Especially if you don't have the power there and then to unlock, but have to go grind power to do it.
Also, while, again, I LIKED the open world and found that to be the best part of the game, itemization and leveling needs re-tooling.
Level-locked content in an open world is very punishing and impractical.
If I whack a LVL 14 dragon at level 12, why should I wait for level 15 to equip my new gear etc.
...
Anyway, at this point, I'm just repeating myself from the other thread.
Bottom line, I consider DA:I to be a very mediocre RPG (but a good/very good game).
And I think I can argue my case with (mostly) factual data/information.