No, I'm arguing that your statement, at best, doesn't really say anything meaningful.
And you'd be incorrect, because in context I'm making the point that there isn't a point in dwelling on where a decision originates; it is
always the player making the decision.
Which decision ought to be made is a different question altogether, and as OP states, there's no wrong answers to which methodology the player takes in deciding.
Its perfectly fine to base your decision on what a character would do, but getting lost in the weeds trying to act like thats anyone's decision but yours is, well, getting lost in the weeds.
Immersion is cool, and getting lost in a character is pretty much the peak roleplaying experience, but it is still all just
you. There is no character making decisions without
you.
You're the player.
This is another reason why paying attention to what video game designers are doing is important, because video games are just as effected by this and its a big topic in that sphere, precisely because video game designers have to work to specifically reward how different players engage with a given game.
How one person plays The Last of Us is going to be very different from the next, and the uniqueness that results only becomes more potent the more open the game is, all the way up to something like a TTRPG where there can be practically no limits.