I must say I find these types of threads both amusing and at times distressing -- both for the same reasons. On the other hand, it
is natural selection in action. Characters too stubborn to follow anyone for any reason in any circumstance die in a (dragon) fire and don't pass on their genes: seems like an excellent plan for the species.
It is somewhat absurd, though, to expect that you can do whatever you want, however you want, and still get everything you want. That's about as anti-immerse as is possible to define. Sometimes you have to compromise to get what you want in life or decide it just isn't worth it and survive without it.
The character I've progressed the most is balking at completing the "mysterious gem" quest-line (whatever it's called) because you're required to join the thieves guild and progress in it. I know I'm giving up some fairly good loot, not to mention the extra gems, but that's a fair trade-off. Due to a bug, I've got about 10k worth of goods marked 'stolen' even though I forged them...it's tempting to join to sell the stuff to a fence but...still, no, it's not worth it.
The other char I'm working through, when it comes time to collect words, will join the Dark Brotherhood as it's necessary to get access to the word-wall but that's it and no further.
Part of the charm of these type of games is that they
aren't laid out as ego-pumping super-star generators that spend the entire game trying to always make you feel good about and ok with every decision you make; that people react closer to reality; that you don't always have a good feeling about what you have to do. We, the player, may gripe about it -- I won't say I was in the least pleased about being cuckolded by the thieves guild and those unidentified gems -- but at the same time, those type of decisions are
key to a good RPG. The most memorable times in Pen-and-Paper RPGs I've played over the years are often the times when things were difficult and decisions were uncomfortable -- in retrospect, they highlight the coolness about RPGs and the decision making process itself.
Both chars will work with people they'd rather were under a DB contract -- and that my first char would happily kill if possible -- but as immersive = quasi-realistic, if you
didn't have to put up with "people" you think are oxygen thieves or humble yourself to get the job done at times...well...frankly it would svck.
advlts, especially heroes, get the job done. It's not always fun, not always pleasant, not ever exactly how you'd want to do it, but if you want the outcome, you do what you must do -- even humbling yourself when necessary. If you can't do that then you can't achieve certain things.
I'll see all the game's content but I
strongly doubt it'll ever be on one single character due to personalities and trade-offs in the role-play arena.
Certainly I disagree with a number of decisions by Bethesda but I also disagree with a number of decisions that Real Life cooks up. You're welcome to say "That's a stupid place to put a rock!" but, when it comes down to brass tacks, you either climb over the rock or sit there whining -- or post on the forums, I guess. If I ever cook up a char that's too stubborn to do something that makes the main-quest unable to be completed then I'll never complete it -- but I won't come to the forums and carp about it because the char I came up with can't do the job

If they made you emotionally invest in the game -- loving or hating a character -- in many respects they did a good job. That you
blame them for your emotional investment...that's highly weird.