These days many people consider RPGs to mean "game with stats" and often if you take away the stats the games have less depth than many action games. RP stands for Role Playing, it has nothing to do with stats whatsoever, those come from PnP games where dealing with numbers was necessary to support the mechanics. Now we have computers to deal with numbers and mechanics for us. We are deliberately avoiding numbers and aiming for the most natural possible methods of interaction, we're kind of trying to make a point I guess.
I agree that an RPG should not necessary have stats, however a "true" RPG for me, is a game that is very immersive (and ofc there are a lot of other things, like a rich story, interesting world and lore etc, but not necessary all of them) and for a game to be truly immersive, you need to include some things that might be considered tedious or not streamlined.
A game were all I do is dungeon crawling and killing mobs feels much more like a Action/Adventure game. Using Skyrim as an example; it feels like a action game with some "rpg" elements (Levels and such)
Even in a game like cod you play a roll as Srgt 'whatever' in your quest to save America once again, but it's still not seen as a RPG even if you're technically playing a Roll. There need to be more to the game than just that.
A game were I'm free to do pretty much what I want, (within the limitation of a game) that I can sink hours into without even realising it, can be a really immersive RPG.
Just the fact that I Can go to town, but there is no need for it, kinda kills the point of it.
Now I stated this before, and I realise most people are against me on it. But things like; Taking a trip to a nearby town to restock on supplies, visiting the local smith to repair my sword, I found after that epic boss fight 3hours ago, taking a trip to my house to store all valuables I've found and so on. Is "necessary" to create a immersive rpg experience
In a game were I can pick up everything I find, never needing to repair, or stock up on supplies or any other "Tedious" things, then what's the point for the devs to sculpt beautiful city's, create interesting, but "unnecessary" NPCs, and so on. When all the player will do is go to a NPC, fetch quests, then spend a few hours in a dungeon, go back to get new quests and so on. Why not remove the tedious time consuming "mechanic" of fetching quests.
Instead as soon as you completed one, you could just get a new one on the spot. That way you can stay in dungeons forever.
For instance take the game Guild wars 2, there are 5 playable races in that game, Each race have their own huge and beautiful city, you can clearly see that the devs spend a long time creating it.
A town like Divinity's Reach, that really fell "alive" there are tons of completely unnecessary npcs, but still they got interesting things to say, there is also an orchestra and tons of other pois.
But what's the point of visiting these citys, when there is a central city (hub) in the middle of the map, it's also the smallest city, so moving from the bank to the trading post and craft stations (the "only" necessary things in a town) take the smallest amount of time compared to the other citys.
Therefore you'll see loads of people in this city, (lion's arch) but all the others are Ghost town.
Same thing goes for all the "zones" there is no real point in walking through a beautiful zone. Because, if I just want to play a fun dungeon, all I need to to is teleport to the dungeon entrance. play the dungeon, teleport back to Lion's arch, sell my loot, and then teleport to a new dungeon.
They removed "all" the tedious bits, and left is just dungeon crawling and teleporting to sell. you can even buy a item to summon a merchant, traiding post or bank, that way, you can just play dungeons for ever, without ever having to see the 99% that's left of the world.
Imo, when considering a mechanic, you should compared them in just; Realism/Fun, but also, Tedious/shallow.
There are some things that can be to tedious to include; Eating, drinking and sleeping is one that devs often skip since it's to tedious.
But if you remove to much of these "tedious" task, the game become shallow.
Now you might be able to pull of an amazing immerive rpg, without any of these "tedious" chores, but I've personally never played a game that have done that before.