Let me just be plain that I don't want story at the expense of gameplay ...
Gameplay in a videogame is good. (If it wasn't then I suppose The Order: 1886 would have received 10/10s across the board. lol)
But, in a BioWare game, I do expect the story to provide a compelling emotional and/or intellectual reason to engage in gameplay, in combat.
If I'm killing bandits or rogue templars for thirty minutes-- wonderful. But give me a reason to do it. That's where a little dialogue, a little character interaction, a little perspective, goes a long way. In Inquisition, when you're out in the wilderness, there are some pretty enjoyable things to do, but, beyond "restoring order!" there's rarely a compelling reason to do them.
And I must assume that if you play BioWare games "largely ignoring the story", you belong to the action-adventure audience BioWare so dearly wants to impress.
Certainly not action.
I'm the roleplaying audience they've been ingoring for years. When they serve my interests, I think they do it mostly by accident.
BioWare wants to tell a story, and provode good gameplay. They sit neatly between the Gamist and Narrativist design philosophies.
I'm a Simulationist. I want to create a character and set him loose in the world to see what he does. BioWare's story is simply part of the setting's background. And that's something I think DAI does really well. The story of the Mage/Templar conflict is told by the Hinterlands. The tragic history of the Dwarves is told by the many ruins (particularly on the Storm Coast). But ultimately these areas merely exist, and you can interact with them or not as you see fit.
That's good RPG design. It might not be the best way to tell a story, and it might not make a great game, but as a roleplaying environment I think DAI is the best we've seen in some time.
After the success of the abysmal ME series, I didn't think we'd ever see that again.