I agree with this wholeheartedly, and yet... in a way we would both be wrong; there is a 'somehow'.
Game design is a business, and for many in that business... those with the least popular tastes are in fact less ~valued. A game that never says an absolute 'no' will tend to be more popular with a larger crowd ~especially if it deals in empowerment fantasy. The game that says 'you burned that bridge' is taken by some as like a sudden slap, while others may instead take it for granted and might [likely] be annoyed if it were otherwise. But there are less of them to buy your game; you would be annoying the lesser of the two markets by creating a servile product.
I do not agree with (or condone) valuing one taste in games above or below another. It does not make sense IMO ~any more than to value chocolate over vanilla. It doesn't apply. People seek different experience from different flavors ~in games and ice cream.
Small wonder you've listed five of my top six RPGs.
I supposed I agree with your last statement, but it wasn't always so; times have changed. I once gave away my Baldur's Gate discs to a horse & buggy driver. He played them ~loved them... and apparently it played a part in his divorce proceedings ~~to much time playing Baldur's Gate; [No I'm not kidding].
Games that have a complex rule system require more of an [initial] investment from players than games that can just be picked up and jumped into. With most of Black Isle's titles it helps a lot to already know the fundamentals of D&D mechanics. The games are [digital] D&D for D&D gamers, and all but require a journal to keep track of the objectives. Games like Doom and Skyrim can be jumped into without understanding anything about them ~only later once the player understands the workings of it, does it matter to them what effects and behaviors result from their actions.