Well, what would it be then, specifically? The way I see it, they have few options:
a) Full Rpg, combat entirely dependant on character development...judging by current trends ( and by this, going for more than a decade and not soon likely to change), this would satisfy only small % of the intended audience. But in this case they may as well scrape the whole project and create a "low budget" isometric rpg.
b) Full action game, entirely dependant on player skill ...this would be the infamous "dumbing down" and going against it's rpg roots, but results would be far more "popular"
c) Action rpg hybrid even on base level, mix of round based/turn based/real time/etc ( Alpha Protocol, Mass Effect I, Morrowind, Witcher I, etc)...this has been done already and results are crystal clear: ALL devs who did this moved away from this concept due to ( very) negative player reception.
d) Real time action where rpg mechanics dictate effectiveness and variety of builds/mechanics, while gameplay would be still be based on the same rules as with all action games. Imo, this is so far best compromise between player skill and meaningful character building ( Dark Souls, Mount and Blade...).
We can all state here that the "best" is what "I" want, but they have to think of an option that will be viable in the long run and trying to please everyone would be the worst outcome.