That is the crux of the problem. Beth can make a sandwich but not the sandwich that we need or want. It's like instead of it being a Ham and Cheese Sandwich, it's just Ham but with Chocolate instead of cheese. It's not terrible but it's not what we expect with a sandwich or with an RPG. Not to mention it causes problems like bad taste.
Broken Steel ruined Fallout 3 but I'll save that for another time.
I still think....
Todd Howard and Josh Sawyer. Both have made presentations on how to make a game. Don't mean to be lazy (too preoccupied right now to look them up myself), but compare and contrast them. Sawyer offers a copy of his most recent presentation for free on his blog, Todd's are video presentations that can be found on Youtube. The differences are very noticeable.
Sawyer will make a statement (in a presentation about what makes an RPG an RPG and how to help support development of various characters without taking away character freedom) about how all choices should actually matter and how he told his team while they were developing New Vegas that he doesn't want to see ANY dialog options offered for the player to use that have nothing unique about them in the way the NPCs react to it. He also recommended that developers think up a couple potential roleplaying characters that might be common among players (think The Man With No Name from the spaghetti western movies was a character they tried to make playable for New Vegas via dialog, as an example) and do their best to provide players with tools that allow them to actually make those characters. Sawyer presents a systematic formula on how to go about creating an RPG, step-by-step, from the dialog to the quest branches to the game endings.
Todd Howard on the other hand just makes broad statements about player freedom and how anyone should be able to do whatever they want and enjoy a game. I don't recall him ever really presenting a structure or a plan (save maybe that little diagram about difficulty and player frustration), but rather he spends his speeches arguing in favor of his philosophy of player freedom and games are art and so on.
To me, Todd Howard just focuses on a broad idea with no real plan, whereas Sawyer focuses on a tiny detail and builds up around it with a plan and structure, trying to capture the element of that tiny detail within the whole game on a large scale. Todd Howard seems like a more creative thinker whereas Sawyer is more of a logical one. The result is Todd provides games with intros that some players like because they're free to ignore the main quest without people constantly reminding them of their intended role (the canon role) whereas Sawyer's game makes your character encompass the main quest somehow because everything in the world extends from it in some way. Whereas Sawyer provides players with weapon balancing that makes each weapon and character unique because he actually sits down and does the calculations involved to provide such balance, Todd can't seem to focus and the result is there's total imbalance without fail, with every Bethesda title having a notable god tier and trash tier.
Overall, there's been debate as to what makes an RPG, and who am I to judge? Some people for example would prefer FO3 over FO:NV as an RPG simply because FO3's main quest gives you a great option to be a nobody and ignore the main quest completely whereas FO:NV is gonna make you be a Courier and it's gonna make you get involved with the politics. (though in fairness, this also ties into a moral lesson the game tries to get across) However, I don't really know anyone who would question the RPG elements of New Vegas, whereas plenty would question the RPG elements of Skyrim.
And why? Because again, Bethesda's philosophy about player freedom. When the player says "Bethesda, I wanna pick this master lock for the unique weapon even though I'm a barbarian that communicates by grunting" and Bethesda says "Sure, no problem!" When the player says "Obsidian, I wanna hack this terminal so I can get the code for free .308 rounds, even though I'm a an INT 1 character that solves all his problems by smashing them," Obsidian answers "lolno."
The result of Bethesda's philosophy is that there's no player recognition. They don't want to break your immersion by accidently calling you something you're not, the result being you have to imagine people recognize you. The result is there's no limitation, and literally anyone can do anything, from picking pockets to cracking skulls. The result is there's no consequences for your actions unless YOU actively choose to take them.
As I said, some people may prefer this, but of course, it is hard to call it a role-playing game when, to the extent that I'm an honorable barbarian in Skyrim, I'm an honorable barbarian in Goldeneye64. Or any other game really...