I admit my sources are pretty limited, but from what I've seen you just get a bunch of class weapon you are proficient with and could add some with feats and that is it.
Same with skill points. They were completely axed. Just choose 2-3 things from your class list you are good at. And character will always get a bonus depending his character level to the rolls.
Exactly that.
5E completely blows at offering player choices in character builds in actual rules. Weapons? Automatically given by class. Skills? You select what skills you are "good" at and those will have higher rolls. Stats? Have always been a pseudo-choice in DnD.
Feats? There are not even 60 of them in total, spread over multiple books:
https://www.aidedd.org/dnd-filters/feats.php
And all they really do is reinforce an already existing strength of a character, not adding anything really interesting.
It really is as I said, you make two choices, one at level 1, another at level 3, and the rest of the time character advancement is pretty much autopilot - though spellcasters do get to make some kind of choice more often...*
The only way to spice things up and realize non-standard character concepts is multiclassing, and that really does allow for some flexibility.
However, I never liked multiclassing, as it always ends up with a character that is simply less good at what they do primarily than a single-classed character.
And fighter2/wizard4/rogue8 reads like some chemical formula, not something that represents a character to roleplay...
I guess that's a downside of a system so heavily focused on classes instead of being freeform, but even then 3.5E managed to do it better.
Combat itself is actually pretty good in 5E - overly simple with its advantage/disadvantage system, sure, but it has a good flow and is pretty fast.
That's why I'm actually looking forward to this, I can see an adaptation working fairly well with good encounter design. And in a combat-focused PC game, I don't really care much about the "roleplay" factor to begin with. I mostly just want to see builds in action.
* This is quite the tangent, but I'm convinced by now that this incredible ease of creating characters has lead to the phenomenon of online PnP (via roll20, etc.) having crazy problems of finding stable groups. People just drop out after a session or two like crazy. Ghosting groups is more normal than actually sticking to a group.
And with character creation taking mere minutes, it's not a wonder. Not like you are losing any investment of time when you just drop out of a group, no dedication required.
This is really something I witnessed only while playing 5E. Other, more complicated and involved systems, do not have this problem and generally have way more reliable players.