Narrative reactivity across a series of games isn't that common, sure, but I don't think that excuses it. It was one of the most discussed features of the series, yet those choices often amounted to nothing. The Witcher is the better directly comparable example, although it also handles the extent of its consequences quite safe. What I'd like to see is RPGs with reactivity like Fallout (1) and The Age of Decadence. And while it's far too early to say, considering the sequel isn't out yet, but it looks like Pillars of Eternity II: Deadfire may easily the example to follow for across-series reactivity, but we'll have to see.
You do have quite a few examples of RPGs however than handle character transfers, which include maintaining levels, classes, and sometimes items.
I'll speak for myself, but AAA isn't a selling point. That budget is going largely to production values. If said budget had allowed for significant changes to our actions, then I might be more interested.