TwoSix
The Year of the TwoSix
I look it as the simplest model is simply playing yourself, with the character as a game piece, and you play to beat the combat/module in the way that will keep your character alive and progressing.I took it in the sense of it a being a more simplistic, i.e. less sophisticated, model. Which I would interpret the other way: that leaving decisions to RNG ("because you can't play a character") is a simpler way to resolve things. But I can also see how, if by the "model" one means specifically the mechanics of the game, leaving out some aspects of play (e.g. social interaction) is the simpler form.
More complex than that is creating a more detailed model of a character, with a personality, motivations, and backstory, and then taking actions and narrating within the game using that model as your guidance. That's what I think most of us like to do when we play, no matter what "side" of the current argument we're on.
Where I differ from you, I believe (and there are more than 2 sides to this discussion!), is that I prefer the mechanics to create situations (not every situation, but situations with stakes) wherein my character might be impacted in their emotional state or decision-making, and I portray the result of the roll or check in a way that respects the result, while still aligning with my character.
Narrating a reason why a normally mild-mannered character might lose their cool when challenged (as the result of a failed check), as an example, is a part of roleplaying I enjoy. Whereas I think you might enjoy more being able to portray your mild-mannered character as NOT losing their cool, so as to demonstrate the concept of them as mild-mannered.






