certainly understandable viewpoints however:
locks you out of character creation options at the cost of a loss of character exploration.
Well at first yes, this is actually an idea for a game (I hope to make in the far off future) based around inter-dimensional travel, time jumping, universes with alternate physics that make "the world go round" via "natural," "magical," or our "technological" laws of physics. But it fit with what was being said so I figured I would toss it out there. The game I imagine would have a "traveling soul" that has been granted by a god figure, allowing you to take some of the old traits from the recently killed/died character to your next character, opening the possible skill tree more and more as you progress through your "lives"
For CDDA purposes it would probably be more like an alternate mode, an unlock the game type of thing. Could be fun. Would allow for reasonable addition of OP start characters if you have built your way up to them.
You can't choose between playing a gun toting maniac, or an epic mechanic, or a crazy scientist, or a crack addict, or a priest, or a neanderthal.
Um... not at first? There is no reason that all currently available builds could not find their place in this system.
Also, it would add a rather weird mechanic of let's make the game harder at the start but way easier to play later on, when it should be the other way around.
Leveling much? Seriously the idea behind most leveling type gaming is that the game becomes easier if you properly level. That ease is then taken back via scaling enemies that force you to be efficient stat balancing/character balancing, increasingly complicated combos/ other player complexity to effectively utilize, and/or new areas available for travel, possible to access because of the ability to face the stronger monsters there the player now has the ability to defeat.