That is what freedom in an RPG ultimately means though.You actually are less free to RP when you *always* get the same choices. You aren't RP'ing then, but clicking dialogue choices
I don't get that, you'll have to explain it again am afraid... Ok, obviously a limited/limiting set of choices makes any game less an RP one. But who said lack of stats means always getting the same choices? Who said you gotta have stats in the first place, let alone primary and secondary and filler ones too in order to be presented with choices?
Me, i just think most of the time.. blue or red? I take red, there, choice made

And speaking of which, why do you stick to dialogue c&c? Can be the same for even the most basic of things, as much as the devs can handle. Dialogue c&c is there to give the illusion of choice. Not choice. Choices can be made in regard to everything.
I can understand that in your mind they are linked with stats, and perhaps your reasoning does not even matter, apples and oranges end of the day. Your mistake i think begins by projecting that on this specific game.
(i will sound like a fanboy, but i'm not)
They are not trying to imitate 'old' school gaming. They have their own ideas that they put forward, and their own mentality that they are attempting to see materialised. It being pushing this whole fucking thing forward. IF, and a major IF, they achieve the fleshing out of lore/story/backgrounds they envision while keeping everything else on the complexity level already existing in D:OS I, then they will have succeeded. Now the extent of said success is in itself a different and equally subjective matter, but the fact is they at least aspire to do just that.
And i think it is a step forward, when aside from that accursed fucking dialogue C&C you get a ton of extra options behind those, combined with inter-relations based on either or both of these combined. Even more so when there's yet more potential to be made out of it by allowing a multitude of ways to employ them in not only combat, but progression, lore (and how the story changes by you) and even geography. The actual land. You add some interactivity levels i at least was sorely in need of, and yes, i think it's a good step forward. And that's with one toon. You will be controlling four was it? Possibilities, branches, they open up geometrically.
To use your example, Vault boy was Vault boy. Water making gizmo or we all die was water making gizmo or we all die. Succeed or muties destroy remained succeed or muties destroy. You get some flavour choices in between. The story is set, fixed and unalterable. It is only your reactions to it that can be customised. Would it not have been even more awesome a title if it was not 'only' Vault boy? If it could also have been tribal born in the middle of fuckistan, "vault? What vault?", Enclaver born in the Enclave, or even vault girl abused then escaped and vault boy killing everyone and then leaving the vault for good? How about "fuck the village elder? Let them all die?" (and i mean a proper "fuck them", not end-game credits, but an actual, different ending due to it) More choice, more openess, same combat and tactics and cities and items.
Perhaps your notion of choices is just different from mine?
(Don't stick to Perception or how many AP it allows me, that will always be there, sans the naming itself. It's not a choice in itself, it is the signifier of said choice. You chose a scout or a sniper in some other game, you chose to boost Perception in Fallout. Same choice. One has a box you tick seven times like an aspie, the other just asks you)