Except that RPGs were supposed to be EXACTLY about this. RPGs are exactly the kind of game that you put players choices above all else, what you said is exactly what I've been saying for ages, you just don't realize it: Inquisition is not RPG, ia an action/adventure game with RPG elements. Play the last Tomb Raider, Last of Us or Beyond Two Souls, if you want stories, there are amazing stories there.
RPGs are about playing a role. What exactly that role can be will always be restricted by the setting and the story. A good RPG demands restrictions, because the more eventualities you're forced to consider, the weaker and more shallow -- and thus ultimately more unsatisfying -- every potential path becomes. Choices without consequences are empty and pointless. This is especially true for a computer game, where everything costs money to write, record, model, skin and animate, and where you don't have a human GM to wing things for you if you wreck their predictions of what you might do. And even the most generous human GM is going to at best side-eye you heavily and at worst show you the door in short order if you try to torpedo their campaign at every turn.
In my book, one of the best RPG series ever, the first to actually deserve that name, was Ultima. It (more precisely, the "core" games 4-7) was so good and memorable in no small part because your role was so defined and restricted as the protector of that world and the literal embodiment of its Virtues, because it wasn't afraid to slap a fail state on you if you broke character and went against that role. It had a vision and stuck to it.
You don't buy a Bioware game expecting happy-go-lucky open-world freedom any more than you buy a TES game expecting heavy focus on stories and companions. Both are RPGs, but with a different focus. The term RPG is such a huge umbrella that it's really multiple genres rolled into one, not a single homogenous genre.