Equally, in the right system for Crondor the Ogre Slayer, Crondor will be getting bonuses or some other iteration of rules-based incentive when you have him say "RRAAAUGH!" and chop the head off an ogre.
Bob Smith, the normal but really nosy guy, in Eureka: Investigative Urban Fantasy will get bonuses or some other iteration of rules-based incentive when you have him investigate, and when you have him do any of the things that his personality/characterization, as created by the Traits you gave him, incentivize.
I have said this before, but your roleplaying is like a sailboat, and the rulebook is like the wind. Many, many people want to go in a different direction than the way the D&D5e wind is blowing, so they fight the wind, or try to excise and ignore it completely, and that's how you end up with phrases like "we don't do much combat or dice rolling because we actually roleplay" or "I like D&D5e because it's not all combat and it can be anything you want"
like, implying that people who do engage with the combat mechanics "aren't really roleplaying" is kind of disrespectful to the entire medium of TTRPGs. Like I said in another post, rules are written by the authors of TTRPGs on purpose with the intent to provide a particular experience by incentivizing certain character actions and disincentivizing others.
Which brings me to my other point, and, it's like, D&D5e kind of is all combat. 90% of the rules on any character sheet pertain to combat, and that's not inherently a bad thing! Combat isn't a lesser or more restrictive form of roleplaying any more so than, like, a movie having lots of fight scenes makes it a bad movie. But it means that if you aren't engaging with combat, you aren't really engaging with the rules of the game, you're not playing D&D5e, you're just sort of playing pretend with your friends, which also is not inherently a bad thing.
If you find yourself trying to fight or ignore the wind to have fun, you should get different wind, wind that is actually blowing in a direction you want your boat to go. When your desires and the desires of the rulebook are aligned, roleplaying can be so much more fun! The rules support and incentivize the actions you want to see the characters taking and the situations you want to see them in!
This only works if you engage with the rules and let them affect things, though, if you keep undoing/fudging dice rolls or whatever, then you might prefer a different kind of boat altogether, you might just not like TTRPGs, which is also fine! I think that many people playing TTRPGs would actually prefer to be doing, like, forum RP instead with no rules of dice rolls, just based on the way they treat rules and dice rolls as something to be avoided.
I want people to get the most out of their games, but Hasbro and WotC want to get the most (money) out of you, so they've sculpted a culture where, even if you don't like anything that D&D5e provides, instead of playing any other game from their competitors, you run yourself ragged twisting and contorting D&D5e until it sorta barely works for your purposes, or just buy the rulebook and let it sit there unopened. They don't care as long as they get your money.
And no, pirating D&D5e books doesn't make a difference, it still benefits them by suffocating all competitors.
If you like heroic-fantasy action-adventure with emphasis on combat, I urge you to keep playing D&D5e (or maybe switch to Pathfinder because it's the exact same thing but a little better designed), but if you don't like that, I urge you to please try a different game, there are so so many out there, and most of them are much easier to learn than D&D5e, D&D5e is actually in the upper-mid level of complexity and difficulty to learn, it actually isn't a very good beginner game!
I guess since I've come this far I'll also go ahead and plug the A.N.I.M. TTRPG Book Club, which is a discord server for the purpose of introducing people to new TTRPGs. If you don't know where to start looking for a non-D&D5e game, give it a shot, we can hook you up.