As others have said, combat in PnP tends to take a lot longer than combat in a cRPG. This should be obvious, because everything is being done under the hood in a cRPG whereas in PnP you often have people taking time to decide what they're doing, the GM has to describe what's going on, there's a lot of bullshitting between players, dice rolls, people coming and going to smoke, drink, etc, people stopping everything so they can look up a rule, and so on. I just wrapped up a campaign last week, and the final boss fights (there were two in a row) took about 12 hours. And the GM said he shortened the second fight from what he originally planned because it was getting late and we didn't want this to spill over into another session. And then it did anyway because the epilogue took a long time.
PnP games also offer a lot more freedom compared to cRPGs: you're still limited by the game's systems, but since those systems are being interpreted by a human rather than just coded to work a certain way, you're given a lot more freedom in what you can do. This can actually get annoying, when players decide to start remodeling a dungeon to find a way out of a room rather than just solve the goddamn puzzle I spent an hour coming up with.
Things like depth of storytelling, time spent in and out of combat, mortality rate, etc, depend largely on the system. And probably quite a bit on maturity as well - when I was a kid playing AD&D, our games were basically kill-and-loot fests with character deaths being notable, but not hugely significant affairs. In one campaign we lost around a character per session on average, but that GM was a sadist. As I've grown older, though, I tend to become more attached to my characters, and I've found the people I play with feel the same way, so (permanent) character deaths become big cinematic events with significance to the plot, when they happen at all.
Tabletop RPGs and cRPGs are very different creatures, and I enjoy both for different reasons. Coming from a background of PnP, I find it very difficult to actually get "into character" with a cRPG because I'm pretty much forced to play out the character as written by someone else - I'm basically choosing between being a saint, an asshole, or a psychopath. But I can appreciate the writing, the speed of play, and the 'gamey' aspects - combat, figuring out quests, exploring, etc.