In real life, this isn't the case. In real life, there are choices that are "so powerful as to make all other options suboptimal" - this would make those choices "broken" in D&D terms, but are Reality.
Reality has to take a back seat to fun in a group RPG. And while "balance" is mostly an illusion, intended to stop players from feeling overshadowed by others, nothing will disguise the fact that one player in a group with "astoundingly good genetics" is just better than everybody else for as long as that character is active in the campaign.
And Reality also says that such a character isn't necessarily going to have the right attitude (or even desperate determination) to make a successful adventurer. Of course, the mere fact of that character being a Player Character says that he/she will have the right attitude. Likewise for the not-quite-perfect PCs.
PCs are better than the average Joe, because they know that the average DM wants them to stay alive. They won't suffer arbitrary death (in most cases), which is what the majority of NPCs in a game world probably fear every day, regardless of their super !33t genes/stats. PCs also know that there is always a solution to their problems.
That's what separates adventurers from non-adventurers.
It's all about attitude, not genes or stats.