the thing about a CRPG is, even a fairly free-form system can be dealt with pretty well through flexible game mechanics. Have you played Divinity: Original Sin, for example?
that's a pretty free-form RPG, where instead of a set of rules that tries to cover everything like in 3.0 and 3.5 games (like Neverwinter Nights), they have a set of interactions between various components spells are built out of
For example, instead of a rule "if you cast a fireball at an acid pool, the acid pool turns into an acid cloud", they have an interaction: "heat can turn liquids into gas"
I mean, the computer is the GM in this case, so a flexible GM that thinks in interactions, rather than rules can probably make pretty good decisions