Origin Systems experimented with that concept in the 90s, especially with the last two Ultimas they made before they sold the company to EA, but the playtesting was an expensive nightmare for them and the games yielded little profit to show for their troubles. I imagine those issues would be orders of magnitude more problematic now. Garriott tried to replicate that concept online with Shroud of the Avatar, where they claimed you could be an adventurer, a local artisan, or anything else you wanted in the game world. I wonder if you could role-play as a harlot. Sadly, it fell quite short of its ambition, met a similarly lackluster commercial reception combined with a chilly critical reception after six years of development (at least from the time it was announced) and he ended up taking the game FTP before selling it off to one of his colleagues and retiring from game development. On a grander scale, Garriott's former employee/rival Chris Roberts has collected almost half a billion dollars in crowdfunding for Star Citizen, also with very little to show for it after almost a decade. That's part of why RPG video games try to stay focused on staying within a narrative. Such projects look great on paper, but in practice almost always fall victim to feature creep and a sense of feeling unfocused.
Probably the most successful game that approximates that kind of role-playing is not an actual RPG, namely Grand Theft Auto Online, which allows you to try and create your own brand of mayhem on the streets if you don't want to participate in missions. Even then, most of that ends being the same kind of stuff that ends up on Arizona news sites when some random fool decides to start trouble at the local Circle K.
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