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Pff, hardly. Baldur's Gate, Neverwinter Nights, Icewind Dale and so on; those are more like what proper cRPGs are. Then there is the whole category of non-computer-based RPGs, most famously D&D, for example.
There are some general features that make CRPGs different from other genres: character development, inventory, NPC interaction, freedom of movement, and choice of actions.
Many games have some RPG-elements, but having some elements isn't same as belonging in that genre. There are many games where you can drive a vehicle, but not all of those are driving games...
Part of the problem on Steam is that some devs list their games under every genre just to get more views.
Console RPG (JRPG or turn based RPG) - FF, DQ
Action RPG - SOM, SOE, Alundra
Computer RPG (turn based strategy) - Baldurs gate, Divinity: Original Sin
First Person RPG - Elder Scrolls
Hack n slash RPG - Diablo, Path of Exile, Baldurs gate (PS 2)
These are a bit irrelevant if you started gaming in the last 5 -10 years though. I only had consoles when growing up (Mega Drive, SNES, PS 1 and 2), so just played the few RPGs that actually made it to Australia before PS 2 era.
Final Fantasy is a pure RPG. Now...
These kids are twisted. If Call of Duty is a RPG, then Sonic is a Strategy game and Street Fighter is a Racing game.
These are true rpgs, imho. Today we have a lot of ACTION/rpgs, which is totally different.
I don't know who could call l4d2 an rpg... no leveling, no story, no branching dialogues, no classes, wtf? Ah, what a sad world :C
Personally, off the top of my head, RPGs are all about taking control of a character and making meaningful and lasting choices that define (and change, if you like) who you are, and likely affect the world around you as your choices do in real life. That's a really broad definition, but that's kind of the point.
I don't really consider things like old-style SNES-era JRPGs to have a whole lot of "RPG-ness". In something like Final Fantasy 6, the narrative is very close to completely locked down; the choices you make mostly come down to stuff that's only relevant in battle: who you have in your party, and how you develop their abilities. Which is basically the same as how "action RPGs" or "hack and slash RPGs" work as members of the genre: they abstract out "character development" to mean the development of that character's powers, rather than the development of their whole person.
Secret of Mana is an interesting case for me personally because it was one of the earliest games I owned that was classed as an RPG by anyone. That was the genre it would be listed under when game magazines spoke about it, back when I read game magazines, and so it was what I always called it too. But these days I'm hard pressed to call it an RPG for any reason other than nostalgia. It's an action game where you have a very small amount of choice in how your characters develop in that you can decide which magic and weapon skills you level first. But some were basically better than others, which steers your gameplay toward homogeneity, and back when I played through it with my brother and friends, we generally wanted to level weapons evenly in case the next weapon upgrade had a cool special ability, so the amount of actual differentiation in the way you play ends up being pretty small, in my experience. There is far less meaningful choice here than in even something like Diablo 2.
It's kind of like how people commonly always called Tetris a puzzle game and so I followed. But I don't really consider it a puzzle game anymore because it's so heavily based on high-intensity pattern-recognition loops, and I don't really see that as much more puzzly than aiming your gun at the enemy's head before they shoot you in an FPS.