I disagree with this statement. The story is the glue. The combat serves the story, extends dramatic moments, and adds uncertainty to the story. It also provides a fun little minigame. However, random combats with no story gets boring really fast. Great stories with no combats can still be amazingly fun (or do you break out in fights whenever you read a book, watch a movie, or watch TV?)
Might just be personal preference, but I've hardly played a RPG (with combat component) in the last 15 years that had semi reasonably good story.
I didn't really have it in mind at all when writing my last post, but the best RPG I played since Morrowind (which has a massive amount of nostalgia attached) was Dark Souls 1 (and Bloodborne).
Now that I'm thinking about "Souls" games, they have very little active story, but that's not why they're good RPGs. The whole series works because it manages to make you give a damn about the people you meet while getting chewed out by the world due to total lack of sidetracking you with immersion breaking distractions like "slay 10 of that" or "fetch 5 of those" and the combat is fun and rewarding to keep you going (arguably not even hard once you figure out a style that works for you).
Because the whole game is set up to make you explore for hidden treasure, areas pieces of the lore etc it just works as an RPG. Coincidentally I don't think I've seen my fast travel complaint been addressed as well as in DS either. Finding and unlocking shortcuts in that gorgeous coherent 3d map was a pleasure. When you finally unlock fast travel (limited to bonfires you have already found) it makes sense in the story and you're comfortable traversing the game's world.
Guess it would be similar to the 3 pillars in DND, doesn't matter which one is the glue and which ones are the parts it holds together. You need all 3 to make it work.
I'd actually hope we get a free flowing dialogue system. No particular "good choice is highlighted in green" "evil choice is red". Choices are yours to make, rather than always clicking green or red to unlock one or the other ending. Dragon Age Origins did a pretty good job at letting you be the guy that was fine with Blood Magic while also standing up for racism against Elves - as a Dwarf - and the story adjusted for each individual decision rather than cumulating in a big positive or negative number in the end.
For terrible examples on how to ruin a story without ever giving it a chance to breathe, both Pillars of Eternity and Pathfinder: Kingmaker do a pretty terrible job at allowing you to play a character rather than picking a Faction/Alignment and rolling with the choices that fit them.