The problem with that is that past games DID force some things on you, they had to, in Oblivion, from the start, you're given the Amulet of Kings and told to take it to Jauffre, you can ignore that request, of course, and under the circumstances, one supposes you didn't have an oportunity to refuse, but you can't tell Baurus to take it to Weynon Priory for you either, nor can you go to Jauffre, give him the Amulet, and then say "[censored] Martin, I'm done working for you, you take the Amulet and find someone else to do your work for you." and then walk off. Or how about Morrowind? At the start, you're released from prison with directions to deliver a coded message to someone named Caius, you don't get any choice in this, you can't say you don't want to do it, though you can go and throw the message in a muck pond or something, but what's more important is that the REASON behind your release, it's because you appear to fulfill certain aspects of the Nerevarine prophescies, you don't know this at the start, of course, but just because you don't know it doesn't mean it's not true.
none of that means some one isn't allowed to play the game as if wasn't true. in TES games the MQ is like its own game, if you ignore it then none of that lore applies to the character you are creating. it doesn't matter what any one elses opinion on that matter because they will be wrong. its as if you were to take a drawing a kid drew with blue crayon, the kid says its a dragon, but whats actually there is a blue blob. it may be a blue blob to every one elses perspective but to that kid its a dragon. so what right does any one have to say no, your wrong thats a blob and you aren't allowed to think it is any thing else.