As for not looking like GTA...the original was a top-down game, as I'm sure we all remember.
Still looks like GTA to me, just in first person.
There's always a clear distincton in how gameplay is percieved when you move from 3rd person to 1st person. The first two were topdown, but they were still 3rd person and played like that, the later games moved the camera closer to the PC and allowed some more leeway in how to view it all, but when you move the camera to the PC's forehead it looks and feels much different (and it is supposed to).
I've grown a (n ever growing) dislike for first person perspective in games and more specifically in RPG's because rarely do they provide anything that would stand out from the mass of other games that are doing the exact same thing but are not trying to be RPG's. People look at the combat scenes in that GTA FPP video and say "wow that way too cool", but all I see is another shooter like all other shooters out there, and for GTA I think it's an unnecessary addition. You can do the same things in CoD, BF, Far Cry, Rage, Arma, Fallout 3 et cetera times a thousand, and nothing there seems to try to push things forward.
To strive off from the GTA topic, doing all that is fine for a game that emphasizes FPP action, but it is an ill fit for a game that tries to be an RPG. Not because that perspective can't work with RPG's, but because of what is (nowadays) expected from it by default. Pinpoint accuracy of the actions, because the personalized perspective gives the idea that the possible failure must be of the player's and not the characters and in doing so the characters abilities are undermined in favor of the players controls, which then undermines the R of the RPG. It is easier and more plausible to let the PC be what s/he is built to be for the shortcomings and strengths when you detach the player from him/her, the shotcomings are more acceptable to (most of ) the players because it is clearly visible that you the player are not doing the hard labor and don't "own" the possible failures.
Whether FPP or TPP, I prefer a more systemically heavyhanded approach to things in RPG's that provide the clear distinction between me and character. Even if there is the possibility to project a "me" into the character, there's the thing that I need to accept that the "me" there is not directly the "me" with keyboard and mouse. The character, whether roleplayed as "me" or not, is the window to his world and I am experiencing it according to him however I decide to build him and that should be apparent both in narrative and gameplay.