Let's look at the game "Dragons Dogma". You CAN focus on just one class (the game has an interesting play more as a class to improve stats system. Can swap midgame) but then you're basically killing even the toughest of foes in 10 seconds. Removing ALL challenge from combat altogether at end game. Meaning you're basically removing any end game challenge (forcing a new game with a new character). I on the other hand simply play as whatever class I like (used to be fighter) and adapt with what I have. Once the stats are capped I don't have to worry about being overpowered because I didn't aim for max damage (You know. Like all those other impatient people). I still have fun in fights that last. Basically I can adapt better. I don't WANT to kill enemies in 10 seconds in a game like that. when the focus in on real time action with enemies that aren't mobbing you over and over. That is BORING. That isn't even fighting. I. Want. The. Challenge. Provided I'm not getting slaughtered in 10 seconds in every fight. Unless a game is designed around that. Like Dark Souls for example. In THAT game I focus on endurance. Stats matter more. Vitality for weight and armor. Vigor for health of course. I block a lot, hence the high stamina. It's my "playstyle". And it's very amusing to see those idiots dodge rolling all over the place when I can easily block attacks even in PVP and not bat an eyelid and then easily run them through when they pretend they're "more skilled because roll". You might call it boring. I call it efficient, effective and immersive. Yes I'm holding block but I still leave myself exposed if I mistime attacks. And I have to be very careful with my hits. In PVE and boss fights I combine both blocking and dodging and it's pretty effective. "rollrollrollroll" is like "constant blocking". So anyone complaining when all they do is roll (with the same damn animation every single time I will add) is complaining about doing the same thing themselves anyway. It's hypocritical. It might be something different but it's still spammed over and over. This is why Sekiro was made. Combining blocking, deflecting AND dodging into one package. While ALSO focusing in having to improve stats to survive. Without coming at the cost of immersion and without becoming overpowered. Even once you start getting a bit ahead you can still ring the demon bell to make the game harder and take Kuro's charm to take damage on blocks instead of perfect deflects. Thereby prioritizing player skill over stats. This works in action games but you can't do the same thing in a RPG game. Not exactly at least.
In RPG games I always (and I mean ALWAYS) aim for whatever helps with conversations. Even at the cost of combat abilities (which can risk missing out on fun fighting if a game doesn't balance this well). I want to see multiple outcomes. I want to be understanding in conversations and find answers and find ways to work things out without having to be forced to fight. A good RPG game will allow this without having to sacrifice combat. And I should NOT have to be a fixed class (like a bard) to do that. Even a dumb orc barbarian should be able to learn how to be observant and know how people operate. What if they have a background of being raised in a different environment? It makes no sense to force persuade to cost two points instead of one just because of his race if he's been raised to be observant and diplomatic. Therefore in RPG games what determines what stat points cost should NOT be race but instead STARTING ENVIRONMENT. That is what determines if people have experience in an an area or not. Think of it like how Mass Effect does it. "Soldier background. Peaceful background." Or how Dragon Age did it. "Noble background. Poor background. Even if the same race." Heck, even Deekin from Neverwinter NIghts 1 was raised by a dragon (and can further become a half dragon hybrid. Red dragon disciple). So little options like these when making a character (how you was raised. etc) would go a long way. A good way to do that, and affect stat points in turn, would be to have the location matter first and foremost. Then "What was your past environment". Except people going JUST for stat points might focus on "just the stats" and not think of any "immersion" reasons (so... why are they playing an RPG game if they ignore the immersion? It makes no sense). Like "Would that be a past I might like to have or struggle with". But maybe these decisions aren't just background info. Maybe what you choose appears in the very game itself based on what you decide. Maybe you got too greedy and now lose stats later in the game because you was TOO powerful. Seriously, if you're going to play on easy mode then that should have repercussions. People fighting against the odds should get more rewards.
I also put stats into a stat like strength just so I can wear good looking armor. Just for style as well as practicality. But I shouldn't have to sacrifice my speech to do that either. The best fighters are sometimes the best diplomats. Because they can say why they fight. Any character, regardless of race or class, should be able to do TWO things effectively (fighting and talking. Or magic and fighting). Just one would be too limiting. Three would be too Mary sue (with exceptions).
Do you pick a door for a stat point and have someone die and miss story, character development and immersion (you can't resurrect them) or do you pick the door that plays it safe?
Do you talk to the dragon and come to an understanding and get a reward or kill it and claim its treasure? In order for this to be balanced it would make sense to have a high XP reward (or item of equal worth regardless of class) when talking things through peacefully to balance that out. To give incentive to people both "powergaming" as well as those that focus on immersion.
Can you imagine having to be a dev and figuring out how to balance the two in everything? Must be a nightmare.