This, and I especially hate it in JRPGs. Even the best, most widely lauded JRPGs suffer from this to the point where it could be called a (very annoying) staple of the genre. You know what I'm talking about. The unwinnable fight that you could totally win but the opponent then pulls out a fuck-you move that is never used again to defeat your party. Or even worse, when you actually defeat your enemy fair and square, possibly whithout taking a hit, only to transition into a cutscene about how overpowering they are and how you have no chance to defeat them.MeatMachine said:Ludonarrative dissonance
The worst this trope becomes is when combined with another game mechanic, the New Game+, another JRPG staple. Why? Well, when you are level 99 from the get-go, every single battle which is followed up by a cutscene where the characters comment on how powerful the opponent was (aka. most boss fights) become this.
No reputation.
We all heard about or experienced first-hand the classic Skyrim lunacy of NPCs mouthing off your character even though he is the savior of the world, a Dragonborn with the power to blow them to bits with words, the leader of the Companions, the Archmage of the College and who knows what other more sinister organizations bow to him... However this is not unique to Skyrim, it's just that the phenomena gets more and more obvious the greater your immersion gets.
The thing is, while some games try to do something akin to tracing your reputation through a numerical value or another, in the end it usually ends up just some kind of mechanical advantage, like merchants giving you better prices. The only game I can think of that really tried to change this formula was Pillars of Eternity, but even that game didn't really succeed in establishing the most important part: If you and your party are murder-machines who cleave your way through monster-infested dungeons on a daily basis, maybe, just maybe, the roadside bandit wouldn't want to tangle with you.
As a matter of fact, this is the kind of thing that I am missing: Your level, reputation and previous choices actually changing how the game-world reacts to you. For example, giving you completely different quests depending on your level and your reputation (the local merchant's guild might not want to hire a bunch of level 2 pacifists for caravan guards and nor would the king want to sent a level 20 party of combat-munchkin demi-gods to do diplomacy with the orcs either (especially if your party happens to be known as rabid orc-slayers)), or NPCs reacting differently based on your party's appearance (because seeing a bunch of people decked out in +5 armors and robes and weapons in broad daylight should make everyone nervous the same way you would get nervous if you saw a bunch of guys with assault rifles marching down the street). These are small things, but exactly the kind of stuff that helps immersion and promotes replayability more than having a good/evil/greedy choice in every quest.