Would you rather stay locked to three personalities? Be forced to believe in a religion? Lack agency at key parts? That is DA2 and Hawke. DAI gives freedom and many tools to craft your character.
And was I exclusively talking about DA2? no. I stated that I found Hawke more predictable than the Inquisitor in response to a comment that people were surprised about what Hawke said sometimes, which is my own personal opinion being thrown into a pot with the personal opinions of other people. I also stated that I liked how the events in DA2 would allow for more character development. This is not a comment on the personality lock, it's a comment on how the story is more personal and allows for more development and personal events. Do I expect Inquisition to do this? Not really, Inquisition is not a personal story and thus has less room for development on a personal level. If you were paying attention to the overarching point of the comment you'd notice it was more about why the characters didn't feel as bland to me as the Inquisitor does, not about personalities.
For personalities I'd rather it at least on occasion be handled more like Origins. Origins was open, but it gave people more to go off than inquisition (See: character origins that we get to play a little bit of) and allowed for characters to do some pretty dark things in side quests. I don't mean story altering decisions that would take a huge amount of time and money to implement, and leave very difficult implications for future games to account for, but rather more side quests that let people actually do something small but meaningful towards reflecting/developing/roleplaying certain character personalities. Regardless of which dialogue option is chosen, most of the story content has a slight variation before rounding into the same generic response. At least a few side quests allowing this would let people do some various actions that give a character more of an alignment and generally the quests would be a bit more memorable, particularly for their variation with different characters. Hell, maybe even the occasional party member could comment on it, like how Alistair became grumpy when the warden killed certain people or how Morrigan was amused when the warden threatened a priest.
Sure the character can be a complete brute in judgements, but frequently they're judging people who did some rather nasty stuff anyways. Now if you could do a bit of horrid or amusing things (or horrid but amusing!) out in the field instead of just helping everybody that would allow for a stronger feeling of variation between characters. Personality is just as much (if not more) decided by the capability to do frequent small actions towards alignment as it is by larger overarching actions.
As a personal example, I play a tabletop RPG called Starwars: Edge of the Empire from time to time with a group of people. In our first campaign I was playing a Chaotic Neutral character, and despite persuading the bad guy's second in command to change to our side to save my own skin, I really wanted his bottle of Corellian Whiskey. Really really wanted it. The DM/GM/whatever the hell you want to call the guy running it, decided to make my life hell to get it but when I did manage to get it, through a series of rolls that were way harder than they should have been, It was probably one of the most satisfying moments of playing that self-centered bastard. Sure, I made many bigger choices and more obvious choices that were within that character personality but most of those still had to work with the overall group and keep them happy enough that I could have them play into my own plans. Stealing the bottle of whiskey just because my character wanted it and had no real obligations to or not to steal it (the second in command served his use anyways) was, sure, a very small thing to do, but even if the GM decided to make it easy to do it would have been just as satisfying because I got to make a choice free of pressure or obligation. That's why I say side quests. Things we can do that really wouldn't have a lot of implications for the overall story but would be there to serve as a way of letting us give our characters more personality and would provide the game with more memorable moments, especially for people who play with multiple characters.