Getting into roleplaying isn't about gameplay rules. You can still be powergaming within those rules and they will just appear as annoying constraints.
Roleplaying is about being in the characters shoes, diving in the world and try as much as the game allows to act as if you were a citizen of this world. It's about thinking about the unseen and the unsaid.
You write your own story and you play it like... a play, theatre. Removing fast travel may be tedious and not fun at all after you finished a dungeon, are full of treasures and have only one will : come back to town. But on the other hand, once in town you may find fun to remove your armor, put on cool clothes (and walk in like a boss). And when you look at your character in third view, thinking of how make him look badass or make her cute, it's fuel for your imagination : how do townfolks see you? how do you want to appear to them? Shy and humble helping hand for the community or devastating beauty on her high horses? Then it'll give you lots of ideas of what to do in that direction.
It's a bit like adding auxiliary notes in music. The original measure is cool, but you want to add something more.
Very well said. For me, coming up with and writing down a fairly in-depth back story really helps to inform the actual self-imposed gameplay restrictions I place upon myself (plus it was nice to look like I was busily writing at work when someone walked by my office). Here's an example of ten questions you can ask yourself before you start your character. If you know the answers and understand that these answers are what makes your character tick (not necessarily the pursuit of loot or gear), then you may find yourself enjoying the game more.
1. Did anything set your character apart growing up?
2. Did you grow up in a "normal" family setting? If not, why not? Describe the circumstances.
3. What are your parents' or guardians' trades?
4. Do you have any phobias as a result of traumatic events in your youth?
5. Do you have any addictions? (Food, alcohol, a certain type of potion, ingredient)
6. What's your basic world view? (You can pick an alignment a la D&D or you be more broad and say something like "I want all the toys" or "I want to help those in need" or "my life is misery and everyone else's should be, too")
7. What interested your character when he or she was young?
8. Were you ever apprenticed as a crafter/warrior/hunter/thief (think Oliver Twist)/magician? Did it work out, or did you discover you hated it?
9. Are you religious? Why? If not, why not?
10. What is the turning point? What placed you in the back of that cart at the beginning of the game (This is probably one of the more important question to answer).
For instance: My initial character is a Breton who had zero aptitude with magic (I have never cast a spell). As such, my merchant father and politician mother sent me away to apprentice with an Imperial blacksmith, where I learned that trade (after my escape from Helgen, I set out to work a forge and establish a base of operations to get back on my feet). My mentor was a self-sufficient man who gathered his own materials... so he taught me the basics of mining for ore and hunting for leather (this is where my character learned to love archery).
At one point during a hunt, I nearly drowned. As such, my character will avoid water at all costs. If circumstances force me to enter water above my knees, I remove all armor first. I don't have any addictions, and I basically live a life based upon "The Golden Rule." This means no deceit, and absolutely no stealing (If the hand is red, I don't hit A. Period.) My character is not religious, though he is open to learning about others' beliefs. In particular, he's interested in Talos on a philosophical level, but not in terms of devotion. (If your character is religious, which of the divines does he/she follow? Do you make it a point to visit the appropriate temple and make offerings/devotions?)
The "turning point" was when I returned to my parents' estate to find them murdered. Rumors suggested it was at the hands of the Dark Brotherhood, so I decided to track them. I had tracked them as far as Southern Skyrim, and I had stopped at a camp near Helgen to share fire and food with the people already there when we were set upon and captured by Imperial soldiers...
With just those three paragraphs in mind, I've been able to craft an experience that goes a good bit deeper than a to-do list of quests and a house full of loot and septims.