Yeah, well, but that's honestly not the point of this argument.
We aren't arguing about how to tell a great story (and quite frankly I don't even think we should, let's put some faith in Obsidian, they know how to handle this stuff), we are arguing if the story should be the core point of a game or not. And I'm all for "not".
Even in Planescape: Torment what made the game enjoyable wasn't strictly the story (while very good) but all these mechanics about choices and consequences, the world and the characters reacting to your actions and so on.
I realize that it's easy to make the mistake that many are doing in this thread and claim "Well, but in Torment you played just for the story!". But NO, actually I didn't.
I enjoyed the story very much? Yes. I loved the setting, the mood, the atmosphere? Sure! I played the game because of the story? No, not at all.
I played it because I was engrossed by the active role I played in it, I felt the fascination of making choices and experiencing the outcome over my companions and other NPCs, which is an entirely different thing. I enjoyed the "investigative" part about who I really was once, and so on.
But isn't your interaction with the game and your "role" in it actually part of the story, in a way? Although you say that you didn't play for the story "at all"... the choices that you made and the outcomes that you and your companions experienced were all part of the story... the story that you shaped for yourself in the game. They were your choices, but they were set before you to shape your part of the story.
If there was no story, or not much of one ... well it would all be about about combat and mindless running into dungeons to fight and collect loot, and you wouldn't care about your character or the companions. That can be fun, but it's not a true CRPG, in my opion. I think an RPG needs to be be more than just combat. I want an RPG to be immersive, so that I feel like I'm stepping into another world, and playing a part in it, and the story is a very important part of that.
As far as difficulty goes, I think if you asked me on the spot, I would say that I play for the "story", more than the combat, for the reasons I've already mentioned. The "story" is more than the main plot though... it's the choices you need to make, and the character/party that you build. I play because I want to see the story unfold, I want to explore dungeons, find hidden areas, or even see scenery that ties back into lore somehow (like finding old ruins, "off the beaten track" that aren't necessarily part of the main plot), I want to solve "puzzles" and do side-quests... That's why I play RPG's, and a lot of those things tie back into the story that the developers are trying to tell. Is the combat important? Absolutely! Do I want it to be a "cake walk"? No, and I would like it to be difficult enough that you can't use the same strategy in every situation, or for every type of mob. HOWEVER... I don't want it to be "uber-difficult" either. I don't want to be constantly saving/dying/reloading in areas that are reasonable for my character to be fighting in.
So, I understand the OP's concern, and I think I know what he means by "I play for the story". Just because you think the story is important doesn't mean you don't want ANY combat. You just don't want to be in a situation where your party leaves town, and 10 minutes later you're thinking "Great... I still haven't beaten this pack of rabid fire dogs, two of my party members are dead, and I'm already out of potions... " In that case, if that's not your cup of tea, you might want to turn it down to an "easy" mode to make the game more enjoyable. Why not? Those who like battling rabid fire dogs are not affected, and everyone wins.