Seems to me like some people consider "role playing" to be "playing the imaginary person I would like to be." And others consider "role playing" to be "playing a person I'm not to see how I would cope if I were forced into a mold." For example, if you wanted to be a super fighter and the game let you freely specialize as you wished, you could build your dream fighter character. It might be one that was intelligent and sneaky, not just a tank. At the other extreme a game might insist on the PC being a certain gender, a certain class, have certain skills or be doomed to fail most of the time, etc., thus forcing the player into a track where he is playing a role that might be as false to him as a role in a play. Not saying it can't be very enjoyable to get out of real-life character and play such a role, just acknowledging that many people want to have a consistent alter ego meeting all challenges.
Which leads to a burning design question: how much leeway should a player have to choose his stats in the beginning? Roll the dice until he gets what he likes? Give a number of points to use in free choice from a list of available skills? Have all skills available at the start or some only after experience? Have some skills set in stone for him but some wiggle room?
Most RPG come with some built-in racial biases, e.g. dwarves are strong but ugly, elves are agile but a little weak. The racial part is rather hard to avoid and have believable differences in races. Many rule sets also have strict class biases: e.g. rangers have more martial skills without even trying, wizards have more knowledge skills. Let's ignore the race part for this discussion and stick to abilities and skills, and assume that there are no class restrictions.
How would you go about initial character creation? Is it helpful to have a general "shape" like a class package? Is it important to have completely free choice?