timppu: I realize now that when I started this thread, it was heavily influenced by me recently playing Infinity Engine RPGs (like Icewind Dale 2 and Planescape: Torment), and also some other RPGs where you had to make some pretty important decisions before you even begin the game. Even Dungeon Siege 2 felt like that. But not all cRPGs are necessarily like that...
D&D based games are a pretty bad example of this. For example, you have to roll your stats, and once the game starts, your stats are immutable. Many early CRPGs, particularly Wizardry and Bard's Tale, but also Might and Magic starting with 2, have you roll stats at the start, but also have plenty of opportunities to increase them to the point where rolled stats don't matter in the long run, and I think I prefer it that way.
Even the early JRPGs (before that sub-genre established its modern conventions) broke away from this. In Dragon Quest 1, your stats are solely dependent on your name and level, and they grow substantially as you level up. Even Dragon Quest 3, which has random starting stats, also has (random) stat growth at level up which tends to eclipse the starting stats (start at single digit stats, but a class's good stat can easily break 100 even without being a really high level); in addition, you can farm seeds to boost stats further. Final Fantasy 1 only has you choose the class of each character; starting stats are fixed and stat growth is random. (There's still the issue of spell selection in FF1, of course.)
So, just go away from D&D and other table top RPG based games, and you'll find that stat decisions are no longer as permanent as they are in D&D based games.