LostSoul
Adventurer
I agree that for many people the dissociation between the player and the character is not a great concern. I can guess that this is true for a number of reasons. That is their experience. They play more casually and they think of it as a game just like monopoly. Now I'm not saying the game IS monopoly or that the game IS like a board game. I'm just saying that your commitment level and attitude is similar. That's all.
I don't think it's ever really been a concern for me. I started with Moldvay Basic (B/X) and, without anyone to teach us the game, we went with what we knew: board games, especially Dungeon!. We carefully marked off turns, described the "board", etc. (We did allow PCs to "flip" d6s - basically re-rolling them - which was pretty important since almost everything was rolled on a d6. I think we did that after too many PCs died. Ah, poor Questor and Questor II. I will kill that mad hermit in B2 some day for you.)
For me I've just always been the kind of DM and player who really loves a well detailed and immersive world. I like getting to the character. So perhaps this is why I see things my way. I'm not saying you can't enjoy a detailed world either. Just saying how I perceive maybe I came to my own preferences.
I enjoy those features as well. However, I think that I see those as a way to add depth to what I want out of the game, instead of the game in itself. (I don't want to sound like I'm assuming that's what you do; I just want to clarify what I get out of RPGs by use of contrast.)
I use the details of the world to either a) set an interesting goal for my PC and then manipulate those details in order to achieve said goal (in games like D&D) or b) to add texture, depth, and a personal closeness to "problematic issues of human nature" that I find interesting (in most Forge-baked games).