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They are real-time, but I think Barony, Slasher's Keep and perhaps Eldritch could've worked well as a solo DRPG.
I find the grid-based abstraction helps suspension of disbelief when it comes to imagining the movement of the party "blob". Which is one of the reasons most RPGs dropped the party idea when they introduced free movement: as you increase realism, a blob just feels weird and you feel obligated to represent each and every character running around (Dragon Age) - and that doesn't really work well in first-person, so you essentially end up with Skyrim.
Therefore if you're going grid-based from the onset, it kinda feels like a waste not to take advantage of that to have a party. And make combat turn-based, please. Otherwise the depth inevitably suffers and movement is likely some form of square-dancing.
My dream would be some kind of turn-based Lands of Lore (mostly for the entertaining story and world and graphics/voice acting) hybridized with the best of M&M: World of Xeen and Wizardry 7.
This said, most old-school roguelikes such as DoomRL/Jupiter Hell, Nethack, Dungeon Crawl: Stone Soup, ADOM, Tales of Maj'Eyal, BRogue and the like are all solo, and are very close conceptually to DRPGs, minus the first-person perspective. What the single character gives to those games is simplicity of controls and fast play - and perhaps a more intimidating "you vs the megadungeon" feel, especially with the permadeath aspect. But fast play kind of ties in with the overhead perspective, and quality of life such as auto-explore to skip boring hallways. Not sure that translates well to a full on DRPG.
Those roguelikes do demonstrate that a solo RPG can have incredibly complex mechanics.
I actually find free-movement to better serve the abstraction, but I have advanced phantasia and a Master's in Mathematics, so YMMV. There is a reason why DMCs started the meme of the four-headed hydra with eight hands. But MM6 doesn't have the same issue of how four humanoids take up the same space as a small giant rat. That is: your brain finds it easier to hand-wave such without a grid. Separate battle screens eliminate this issue, however.
The best use of a single-character is indeed a sense of isolation, which can be great for the horror genre. That's where you really want to nail the atmosphere. Games like Arcanum and Unreal have great atmosphere.
so far, my (planned) design instincts are generally orbiting what i'm hearing here, and a 1-bit isolationist pseudo-horror gamma-worldy environment (tentatively categorized 𝚌𝚢𝚋𝚎𝚛𝚌𝚛𝚞𝚜𝚝 𝚋𝚒𝚝𝚙𝚞𝚗𝚔) sounds old & new enough to explore.