Yes. Of course, YMMV. There will be groups and times that differ in just about any aspect of gameplay. For every time you can raise for your group not playing by the supported rules, I can raise an anecdote about how I saw a player staring at their sheet or flipping through a rulebook to find out what relevant action they could take in the situation. The anecdote-game takes us nowhere, mighty fast.
Except, of course, when it does. My FATE example comes up here - in the Spirit of the Century game I played in Tuesday, I was performing miserably in a combat, specifically because I was playing against type - I had a character whose personality and concept were about taking support actions. That's who he was. I was busy trying to directly harm the foe, and did poorly. As soon as I stopped, and started setting up other PCs for big strikes, I did swimmingly. In game terms, I started playing to my aspects, which help define the role you are playing.
RPing is not limited to dialog. It is about the sum total of activity - it is about how the character approaches the world. The impatient barbarian who gets tired of all the talky-talk and starts the fight when he feels insulted is still role-playing. The steampunk mechanic who solves all problems with a gizmo, and doesn't talk for fight, is still role-playing.
If we want to talk about dialog alone, that's fine. But then the title of the thread should be "RPGs that focus on verbal interaction or social interaction between characters instead of combat".
I've talked about this on other threads, but as someone who's mostly played D&D and mostly played in RP-heavy, combat-light campaigns, I'm always a bit leery of games that claim to emphasize role-playing, as I find that they tend to add rules that take role-playing decisions out of the hands of the players.
I do work with my players on assembling story hooks (goals/motivations, background elements, important NPCs's and locations, etc.) but I find that it works best (for me) if these don't have direct mechanical significance.
Gotta throw in my lot for Dungeon World. There is no "combat" or out of combat sections. Dungeon World is truly the only game I personally know of that plays like reading a novel. That is to say, it begins and ends with the fiction, not with the mechanics. It's hard to explain.
So, your conception of "roleplaying" is that the resolution system determines success or failure based on the GM's subjective judgement of the "quality" of the player's action description or IC conversation? Is that the substance of the suggestion, here?What I mean by saying RPing is separate from the tactical combat game is that if I roll a d20 and say "I grip my battle axe in two hands and yell, "Taste my steel, green skinned vermin!", what I have said and communicated IC probably doesn't determine or influence the mechanical outcome of the attack proposition on the orc. I'm not more or less likely to hit the orc because I've imagined the action in IC terms. Simply saying, "I attack with my battle axe. 17, is that a hit?" is the same proposition. There are of course some exceptions where the designers were trying to push you to role play out that combat scene, but we can recognize that 'role-playing' is the something missing in that second naked metagame proposition and know that a rule is pushing toward 'role-playing' precisely because we generally equate role-playing with IC dialogue and interaction.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.