Most people don't realize what an RPG is. What an RPG definitely isn't is a linear adventure game dumbed down for the masses (see also: All Bioware so-called RPG's). Ultima 5 is a good example of a True RPG as well as a few of the other Ultima's. The main reason I loved Divinity was that it wasn't the linear crap with every quest glaring at you in pink neon flashing lights saying "LOOK OVER HERE".
Ooooh, "hardcore" RPGer elitism! How I
treasure it, since it can generate so much wankery.
Please don't force
your definition of a RPG down everyone's throat. No, I'm sorry, your definition of a RPG isn't the ONE DIVINE GOSPEL TRUTH omgWTFBBQ!11!eleventy-one! The term "RPG" has diverged and branched out so much that it's become blurred, and I for one can live with that. IMO, if you have some wriggle room in character development (stat-wise and personality-wise), can actually affect the story, and exchange meaningful interactions with other characters, it's a RPG for me, or pretty close. Someone disagrees? Fine. I'm not going to scream "You're wrong, I'm right, and you're a part of the dumb masses!"
It also seems that you hold the opinion that "TRUE RPGomgomg!!!1!" is somehow superior to, say, "linear adventure games." (Which, incidentally, often come with a lot of puzzles that do, yes, take some thinking to solve. Likely more so than a lot of quests in what you term "true" RPG. "Dumbed down"? Think again.)
And DD not linear? Please. It's linear, but merely gives an illusion of non-linearity in the middle. Oh, you can wander anywhere, do almost anything, but so? You end up having to become the Divine One and save the world. In BG2, at least you have the choice of joining with Bodhi or the Shadow Thieves; in ToB, you can choose to ascend or stay a mortal -- thus affecting the ending; in HotU, hoo boy, you've got multiple endings. And the KotOR you malign so much? It's got two endings and multiple ways of solving quests. Very few games can boast of that much.
What is your definition of linearity, anyway? By most people's definition, I find linearity overrated. Look at Morrowind; it's as non-linear as you get, but most of the game consists of wilderness and repetitive, uniform quests with repetitive, uniform NPCs who are devoid of personalities. The main story? A joke. It lacks focus and attraction; many people aren't even motivated to play the game for a few hours, let alone finish it.
Do you go by the name of Hades_One/Visceris elsewhere, by any chance?