That or they start talking about the great C&C they've built into the game instead. I honestly think that's been more destructive than anything else. I see this even from developers I like such as Avellone on Alpha Protocol. The idea that choices and consequences aren't merely a component of RPGs but the only really important element of an RPG. C&C without a good character system well implemented into gameplay is almost never going to make a good RPG or a good game.
That's true.
A curious somewhat related point Sawyer pointed out in his http://www.formspring.me/JESawyer:
Why do you think that there's been so few western RPG's with tactical combat since the IE games? DA:O had very repetitive encounter design. SoZ didn't really have a good engine or UI for it.
This will probably sound really bad, but I don't think most RPG designers actually think about gameplay -- especially not core gameplay. I think this is due to a few problems: first, some gamers (and even some game devs) view gameplay as a chore. They are quite vocal about wanting to pursue the story and characters more as a choose-your-own adventure novel than as an integral part of a role-playing game. Because of this, designers often focus on the creative aspects of RPGs to a fault -- essentially letting the core gameplay elements fall by the wayside. The result is, unsurprisingly, worse gameplay that even more players are loathe to engage.
If it helps, MCA isn't (or hasn't been sounding as, anyway) exactly pleased with how AP turned out overall (I recall reading from an interview that among some other things he didn't really like the cinematc style of the game or the dialogwheel, or the "romantic" options).