I don't know what the answer is. People want the ability to play multiple races, but they want to be able to express the protagonist's personality. It seems like an either/or decision. EITHER we get multiple races OR we have a means of expressing personality. Not both. I'm not sure that compromise is even possible, but I know for a fact that choosing one at the expense of the other will anger a lot of people.
I don't think "human-only = able to express personality" but "race selection = has to be so bland you've had plain rice crackers with more flavor."
I think the problem was bland writing and voice-acting. For dialogue specifically, the Warden and Hawke had a lot of genuinely clever, snappy, snarky, funny, or just plain mean/cruel dialogue options. Depending on which ones you clicked and how consistently your answers were, you could connotate a personality.
When you remove interact-able family members and informed background from the equation, Hawke didn't really have that strong of a personality--just three different dialogue options per turn in conversation that connotated three different personalities: "Good, Funny, and Jerk@ss." What made Hawke's "personalities" strong was how forcefully written and acted they were: Nice Hawke was REALLY NICE, Snarky Hawke was REALLY SNARKY (and cleverly written, or so I'm told), and Jerkass Hawke was REALLY ANGRY.
Problem with DAI is the dialogue was just blandly written and voice-acted. The game returned the three-option dialogue wheel, but each one was a different shade of neutral. The top option was just kinda generally nice, the middle was just kinda making a half-hearted attempts at humor, and the bottom one just sounded kinda bored and abrupt. The voice actors also sounded decidedly neutral/indifferent in every line delivery.
Regardless of whether the PC looks human, elven, dwarven or Qunari, you can be Good, Snarky, or Jerky. (Those are not personality traits reserved only for humans.) Similarly, PC backgrounds haven't been playable since DAO, so you can write different backgrounds, add a few throwaway lines from various NPCs acknowledging it, and boom. Regardless of whether you're informed that your PC was a farmer from Lothering (Hawke) or a Dalish hunter from the wilds (Lavellan), you can still express strong personality traits when given strong and clever dialogue to work with.
My point is, your character doesn't have to look human or have a human-specific background to have dialogue that sounds like you feel more emotion than bored indifference.