I'll just copy my own post from the other topic, since clearly many here are still confused:
----- Waterproof definition of an RPG -----
RPG:
1) The outcome of an action is not determined by (physical) player skill, but by the character's stats (+RNG often).
2) There needs to be some kind of character growth/levelup/stat increase/etc.
3) You actually have to
be a tangible character in the game, and the act of playing that character is the main drive of the game. Player and "avatar(s)" must be inseparable.
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1+2) is kind of the baseline here. If this is not given, your game is simply not an RPG in any shape or form.
3) is needed to differentiate RPGs from "simple" simulations and strategy/tactics games like XCOM/JA/etc. in which you control characters - and they are completely stat driven, might even level up -, but you aren't (usually) one of them. Instead you are some kind of invisible "manager" figure with no stats of your own.
It is also needed to differentiate RPGs from something like Crusader Kings, which undoubtedly has RPG parts, but so much of the gameplay isn't even bound to your current character that it becomes a hybrid (of many things). Same thing with The Sims, which actually seems damn close to a pure RPG at first glance, but you aren't really a character here, instead more of a god-like figure with a voyeuristic interest in that character, as proven by the fact that you remain at some place while your character can be off somewhere entirely else.
Story? Irrelevant. Many RPGs don't even have a story (or it doesn't matter at all for the gameplay).
Character creation? Irrelevant. Many RPGs just give you a predefined char, and as long as that one "grows" in stats... Your ability to identify with a character doesn't matter for any genre definition.
Combat? Irrelevant. While most RPGs use their stats mostly for combat, it is by no means required.
Except for (what do you mean with total/partial?) abstraction of action and some form of character development, all your listed points are irrelevant for being an RPG. They certainly matter for certain sub-genres, but not for the "one to rule them all".
In my opinion the definition of RPG should be quite open. Imagine a closed colletions of features. The game, to qualify as a RPG, should have any combination of at last 50% of those featurs.
That is an entirely useless definition.
Definitions must be clear, strict and exclusive, otherwise they are worthless buzzwords - which is how most devs/players/"journalists" use them, but that doesn't mean we shouldn't strive to be better than that.