No one can agree on which ones are good examples of the genre
I'd be surprised if the majority opinion (on the codex) wasn't Fallout.
On the Codex, that's a common (though not universal) view, sure. However, Fallout is a game that represents the problem really well - a game that is not so much good as it is great, a game that is truly more than the sum of its parts. There is almost no element or game mechanic in Fallout that is, at face value, particularly well made, but that doesn't matter because Fallout is a really short and rather easy game, and the game's exceptional art direction and atmosphere and its quirky ambition are enough to sustain the game: the terrible area design, barebones combat, inconsistently realized non-combat mechanics and uneven reactivity don't matter because the game doesn't particularly dwell on those things, and the game ends before they start to grate. However, because Fallout is like that, there's very little wisdom for future developers to learn from it, and unsurprisingly, other highly rat CRPGs are very different from Fallout.
Honestly, I believe that CRPGs are a troubled genre.
CRPGS are a troubled genre specifically for the reasons that the codex "don't care about." Specifically, sales, media feedback and marketing reach.
Sure we don't care about those things because they don't matter to us, the player. But they matter to devs, and there's hardly motivation for talented devs to tackle a niche that relays on an abundance of work, low financial gain, and low audience numbers.
CRPGs are very labour-intensive games to make, sure, but while one could very well blame market pressures for the lack of ambition in mainstream titles, that doesn't entirely explain how games like Pillars of Eternity, Torment: Tides of Numenera or Wasteland 2 turned out the way they did. None of them lacked for ambition, and I think it's much too easy to blame "selling out" for their problems, when, if anything, it's the opposite: the developers felt compelled to make games of considerable complexity and size, and they didn't fail due to lack of effort or even resources, but because fully featured CRPGs are simply very hard to make. On the other hand, I would say that the best CRPGs to come out of Kickstarter are Shadowrun Returns: Dragonfall, Banner Saga and FTL, all smaller budget games with tight, manageable scopes, clarity of purpose and
restrained ambition. Of course, one could make a very good case that they don't have sufficient CRPG credentials to even
be CRPGs, but that's kind of my point; who
cares whether they adhere to genre archetypes, when they end up being better games than the ones that did?