^ I tried that. Removing the HUD was easy as pie. Playing without the HUD, however, was impossible. It would have been manageable if the crosshair had remained so on my first playthrough I knew what I was even looking at, but no.
Exactly how does having quest markers make a game less of an RPG. BTW you can turn off the markers in Skyrim.
Because role playing means playing a role, and "my character knows where to go even when not given any direction whatsoever just because" isn't a very fun or, dare I say it,
immersive character to play. Your character should piece together how to proceed in quests based on what information they're given, be those vague clues or direct orders. They shouldn't know where to go without any external input, and the player shouldn't have to fill in for this by staring at their compass. It simply
does go against the concept of a role playing game.
And you can deactivate quests yes, but I can't use my clairvoyance spell without the quest marker being active, so even that small workaround isn't allowed. Besides, it isn't really a choice to turn quest markers on or off. Without prior knowledge of the game, a player would be totally lost without them because the game does not give any alternative direction, and that is the issue.
The problem is not something inherent in quest markers, but in the game's design. The problem is that quest markers are required to get anything done in good time or even within an enjoyable gameplay flow.