No, you're the chosen one. All Martin did was turn into the avatar of Akatosh. While that is amazing and great, it was you that dared enter the realm of Oblivion. It was you that battled hordes of Daedra. It was you that battled the Mythic Dawn and entered Mankar Cameron's realm. The entire world was saved because of you. Even Martin's great and final act was possible because of you. You weren't JUST his errand bow. It is unfortunate, however, that at the end, Martin steals the glory.
I kind of find myself wondering if maybe they wrote themselves into a corner. Someone was like, "Hey, let's have Mehrunes Dagon show up! That would be epic!" But then they couldn't figure out how a mere mortal was going to stop someone as powerful as him.
Anyways, on topic, my problem isn't so much being the Chosen One as it is how it plays out in Bethesda's games. The opening cinematic to Morrowind definitely suggested there was something special about you, but you don't find out why until later. Oblivion threw it out you at the very beginning. Skyrim basically does, too. Certainly you can ignore the main quests, but that's not really a good solution to the problem. In Oblivion, the Emperor already told you that you were special and in Skyrim, the word walls wills till trigger for you alone.
Skyrim pulls that card a little too often, like an excuse for bad writing. For the main quest, the Elder Scrolls foretold of you. For the College, the Psijic Monks foresaw you and your actions. For the Dark Brotherhood, the Night Mother chose you. For the Companions, Kodlak saw your coming in a dream. In the Thieves Guild, Frey somehow knew things were turning against him when you showed up. And in each time, it's pretty much used as an excuse to explain away things that don't make much sense.
In the TES VI, I'd be very happy if they figured out how to make it all unfold very naturally. I'd love it if they just let you create your character, then dumped you out in the wilderness somewhere. Maybe the cart you're being transported in tips over and the guard is killed, freeing you. Then they give you some dialogue to point you towards a tutorial and in the direction of the main quest, then leave you to your own devices, able to ignore both. No hint that you're special (other than you being the main character of the story) and no hint that there's even a crisis happening. Then let it all slowly unfold over the course of the game play. And you find yourself an ordinary person cast into extraordinary circumstances, requiring you to rise to the challenge and become great/special. Sure, the whole event was foretold of by the Elder Scrolls, but nobody knows it's you.

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