Exactly. This is the true nature of the Awesome Button. Placing player choice and empowerment above all.
The Awesome Button is the inevitable result of people wanting to make their choices whatever they want and have those choices be visibly validated by the game. More choice, more empowerment, and do keep it coming even if the underlying gameplay has no ability to adapt to your decisions.
Thus is Bioware. You created them in your image. "Player choice uber alles."
I'm personally sick of tabula rasa's in games.
I'd rather have a more tighter focused Geralt type character in more stories with a flesh out personality and background that has a lot of choice in molding the situations presented to him. Not that Geralt is ideal, you're still allowed to make wildly different world view choices with him that can often make him come off as schizophrenic as he tries to justify and moralize his actions.
Sacrificing for player choice just makes for bland characters because the choices that mold your character are so bland.
Wish for more games where, for example, Conan is the center and the choices he makes that effect the game can be different, but are consistent with Conan's internal logic and the character he has that we know so well, unlike "Mr. Neutrality" Geralt having the choice of factions to help and no one calling bullshit on a Witcher violating the very essence of his professional code.
If Conan helps faction A against faction B what in Conan would make him make that decision? If he does it with B against A, again, why would Conan do that? If he refuses to help them, or decides to act against both it would up to fleshing out why this personality acted in different ways, but ones that were from his point of view. Instead we get to help out faction A because you're a blank slate and you're RPing a villain so you help the stereotypical bad guys, or you're white as snow so you help the nice, underdog faction (while inconsistently robbing them blind).
I guess I could have said that choice means nothing without motivation, and without well defined characters the choices are shut because the motivations change on a whim and thus the character of your character does.
I think that's why certain elements of PoE are so frustrating. The intro FAQ to build character development was a nice, organic way or shaping your character with the presented options, but it's a let down because it's all window dressing and most isn't touched upon again. First playthrough I went with Stoic Elven Barbarian Aristocrat, pretty much the closest thing to a Conan figure you could be in PoE, and it changed nothing from my next playthough as a godlike fire slave because god-forbid choices should lock you into a certain play style instead of being always available.
Instead of always being open and broad, a game should start out that way as you're forming your character, but the more you form them, the more choices you make, the more locked into a path you should be that opens certain paths while denying others. There's real "multiple endings" there where a villain character would end their game in different circumstances than a goodie two shoes facing a different "end boss" I think that also shows how much of a curse voice acting is now that it's the norm, it's such a chain around story development when text allows so much more freedom to realistically accomplish what I just described without being hobbled by hiring and voicing all those potential dialogue lines, not that it would be an easy thing to do as text by itself.