I suppose this is the question, isn't it? You enjoyed DA:I, despite the fact that most of the exploration and open-world elements led to nothing valuable or interesting, while I would happily give it all away if in return I got something smaller more in line with the size of DA:O, with better gameplay, better reactivity, better cut-scenes, and better story.
I love DAO. If anyone were still making a game like DAO (slower pace of combat, silent protagonist, more control over NPCs), I'd be all over that.
But they're not. Given the changes from DAO to BioWare's immediately subsequent games, ME2 and DA2, we lost of a ton of control over our characters. Our mechanical customization was limited, we had less control over companions, the PC was voiced, the game actively tried to hide the content of our own choices from us (interrupts), levels were much smaller and more linear, we had less choice about how to proceed through the story, our backstory was more established...
The list goes on and on. What DAI does is provide more gameplay that is neither combat nor dialogue. Since the voiced protagonist limits our agency in dialogue, dialogue now offers less opportunity for roleplaying than it once did. We need something to replace that. And while I do enjoy the combat in DAI, having encounter after encounter with nothing in between (like DA2) gets tedious.
I definitely appreciate the Bethesda approach, but you have to see that there are major flaws with the fact that you can be the head of the fighters guild, the Archmage, master of the Thieves guild, AND the Listener of the Dark Brotherhood all at the same time (without any reactivity of course...). Because this is not player agency, this is a joke...
It's player agency because you can do those things, but you don't have to. One thing that seems to get overlooked is the option not to do something. Why would anyone do all of those things in a single playthrough unless she wanted to? And if she wanted to, I'd say it's a good thing that the game let her.
I can play and enjoy a tabletop RPG just fine, but I vehemently disagree with the idea that a video game should be nothing more than a simulation for this type of game, because this approach ignores completely the biggest advantage a video game has - which is the ability to actually show and amaze with all the things you could only imagine yourself up to this point, to let you experience complete immersion in a fantastic scenario in a way that tabletop games or even movies can almost never achieve.
Video games generally is such a broad category as to be meaningless.
CRPGs should be RPGs first, and video games second (or possibly not at all).
That you can put tabletop RPGs and movies in the same category boggles the mind. They have nothing at all in common. Movies are a passive experience; the viewer brings nothing to the exchange. Most video games are the same: there's a set storyline and all the player does is follow it. ME3 is an excellent example of this.
RPGs never do that. Not once. Not ever. Roleplaying games are a creative exercise for the player. If the player isn't making decisions for his character (and they need to be his character's decisions, not his own), then he's not roleplaying.
Asking roleplaying games should allow a non-roleplaying approach is like asking a driving game to allow a way to play that doesn't include driving. It could be done, sure, but why are you playing a driving game?