Well, I certainly could imagine playing a open-world (sandbox?) game where "playing a role" is determined by the players actions and skills, as long as it offers enough freedom and responsiveness to the player's decisions and actions.
It's clear though that
Daniel.Vavra has a different concept of "role-playing games" compared to many other people here.
The goals seem ambitious (if too much so, we will hopefully see soon-ish), but if it works out, I think it has the potential to be a good game (whatever genre it will be).
Personally, I prefer character-skill based roleplaying games to c/aRPGs that are more depending on player skill:
If I play a rogue that's good at sneaking and opening locks, representing that by a talent-check seems better to me than making it depend on the players skill - what if I simply suck at the mini game the designer implemented? Will I never be able to play a thief then (this example was just one of the things I didn't like about the new Fallout games; you needed the skill to be allowed to pick a lock, but picking it would still deped on your mastery of a mini game?)?
On the other hand, I do think that in a 1st person real-time game, player-skill based combat at least is easier to get right than character-skill based combat. Also I certainly got some enjoyment out of Skyrim, but incidentally one of the things I though it lacked in was to make your character matter - I think that's a downside of focusing too much on player skill in a RPG.
Also, the "do everything with every character at every time" route Bethesda is using, hopefully is something this game will avoid.
So, if my incoherent ramblings do have any conclusion, it's probably:
I prefer character-skill based RPGs to player-skill based games, but can enjoy both,
if done right. Ultimately a game can be good with either approach.
I'll try to avoid the old "What is an RPG" discussion, though.