Im confused about this point, you had the same or even better shit in some nwn modules like the ones for the bastard of kosigan.
How does it differ from base NWN?
Deus ex is most definitely not the one that did it best, or with the most elegant design.
Almost everything in the game world can be interacted with: picked up, carried, destroyed, pushed, thrown, jumped on, climbed on, eaten, read, hacked, picked... You can throw random items around to create noise that characters in the game world will react to, destroy locked doors with explosives, move items around to create new routes or block existing ones, hack security cameras and turrets or take control of them remotely, use augmentations to gain access to otherwise inaccessible places and do a ton of other things, and it's all completely seamless and systemic. Of course, in vanilla DX the effect of character skill is mostly tied to just your augmentations, but if we're including mods here, GMDX adds extra depth to the system and also put more focus on your character build, like allowing strong characters to hurl stuff around at lethal speeds. Can't think of a single cRPG based on PnP system that would nearly as well have integrated interacting with the game world into the game.
As for morrowing, it actually did it a lot better by allowing characters with good athletics to reach places and move in a gay character with poor athetics couldnt, same with magic, etc. But if this isnt an imitation of PnP i dont know what is.
An abstracted stat to enable you to better interact with the world comes directly from the table, that morrowind doesnt have its own pnp rulebook doesnt mean that the game itself wasnt designed to imitate one. Down to its most bizarre shit, like its accuracy implementation.
The discussion comes full circle here, to a point where it again seems to just come down to semantics. Yes, Morrowind shares a lot of similarities with PnP RPGs right down to its basic philosophy, creating a world that is built around a certain set of rules and then releasing the player into that world, allowing him/her to interact with the game world in the way that he/she sees fit based on those rules. However, I don't see it as an imitation of PnP — on the contrary, in many ways Morrowind manages to
skip the step of resembling a PnP RPG. Morrowind is a computer simulation of a fantasy world with rules that are built around the fact that it's a computer simulation, and a game like that could theoretically exist even without PnP RPGs.
Defining cRPGs recursively via PnP RPGs is the problem here — PnP RPGs evolved from wargames, which in turn took inspiration from historical events and fantasy literature, and based on this definition cRPGs only try to emulate another type of game in a completely different medium that is already a highly abstracted version of something else. I see a game like Morrowind more as parallel to PnP RPGs rather than a derivative of them, sharing some of the same influences, goals and basic principles and drawing from the same sources while utilizing different methods. Of course it still owes a lot to tabletop games, but a similar thing could be said about computer strategy games, which early on shared a strong tabletop influence but nowadays don't much resemble their tabletop counterparts.