Celebrim
Legend
Meaning we don't spend a lot of time worrying about backstories or consistency. A player can make up something new about their personality or backstory and if it contradicts something we all roll with it. Or collaboratively suggest ways to resolve the apparent paradox. Eventually it settles into something the player enjoys playing, and a story they enjoy telling.
Or not. Sometimes a character ends up with an extensive backstory and unique personality/motivations/goals/etc.. But other times it never gets beyond, "Um....elf with a bow?"
Then I protest you made a big deal about how different you are from my game when in fact you aren't very different at all. You don't really have a novel process of play, you are just very slightly more ad hoc about things than I am in achieving the result of the player seeing the character as more than just numbers on a sheet. We both generally allow backstory to be extended and personalities to evolve in some fashion based on discoveries in play. You allow backstories for players that want them. You just imagine that I'm the sort of GM that isn't happy with something like, "I'm a pirate and I'm in it for the money, but Gutboy is my buddy from way back and I'm not going to leave him behind.", if the player isn't really interested in having a backstory.
As for the assertion about attachment to character, I have no real basis of comparison. I'd say it mostly depends on the personality of the player (I have one goofball that seems to like to die), but that in general the players I have get REALLY attached to characters and having one die is super painful and the longer the character has been around the harder it is. And having been that player, losing a character you've invested so much into can be a gut punch.