That's still you though. When you're the one making the decision, your personality is being reflected in the choices of the character even if they're superficially contradictory; your willingness to differ to another person's preferences is a reflection of your personal capacity for empathy, among other things if we wanted to dig into it, and is the only reason your character ultimately makes that choice in the metacontext.
So even though if you acted as yourself you'd go a different direction, you were only ever going to go in the direction you actually did. This is just what it is to have a player driven experience, which is what narrative improv fundamentally is. And thus, so are all RPGs, even the ones you may not think so. (I'm using player in the improv context, rather than its colloquial sensel
This logic holds up even when we start introducing more explicit splits between player and character skill, and only falls out when you remove any kind of decision making whatsoever and leave everything your character does to pure random chance (or some other, similarly choiceless mechanism). When I play, I partially immerse myself in the game. It's like a symbiosis between my personal experience and how I imagine the character I create. Everything is interconnected, really. I often went to computer clubs in Holland and spent nights there playing with friends. I just couldn't tear myself away from leveling up characters. Now I started reading about holandia kasyna, everything
https://pl.bestcasinos-pl.com/holandia-kasyna/ is described here. I want to change games, it scares me that I play so enthusiastically. That's why I started reading something new and watching reviews on YouTube.