But we're not talking Grug the Barbarian instantly swapping to a dex build. We're talking Grug not being tied to using a +3.14 Battle Axe of Mild Larcency from level 3 onwards because he needs it to be viable. Instead - Grug can very easily choose to pivot towards the club he found in that one dungein yesterday. This is a solved problem and other systems have worked around this, yes there are pitfalls in design but we've sent canaries down that hole, we know where the rub tends to be. FATE is a very notable example of fluid characters executed well, however I would say it occupies an extreme end if the spectrum. Genesys is an example of a system that has both character continuity- you commit to your choices - but doesn't require you to hyper specialize. If you're good with big two-handed axes, you're entirely viable with big two-handed hammers and lose little to nothing from the swap. In a game about going into holes and finding treasure, not being able to react to treasure is an issue.