I realize you are probably speaking from experience with a game like ME2 (which wasn't defined as an RPG either), but if you look at gamers like Baldur's Gate 1, Baldur's Gate 2, or even Dragon Age, you will note that the options for choices are anything but skin deep.
I'm intentionally not including Mass Effect 2 from this. To be fair, I haven't played either Baldur's Gate game, and I didn't get all that far in Dragon Age, but literally EVERY Bioware RPG I have played has had the same cut and paste template that they try to pass off as non-linearity and choice. The ones I can think of are KotOR, Jade Empire, part of the Sonic one, ME1, and what I played of Dragon Age (but again, I'm not going to include that because it could certainly have changed later on). Of those, ME1 and Dragon Age were the closest to actually being what Bioware pretends all their RPGs are. I argue that in KotOR, Jade Empire, Mass Effect 1, and the Sonic RPG you "don't make any choices, you don't create a character, you don't live your character". Going by this guy's logic, they're not only not RPGs, they can't have "RPG" in the genre description at all.
Now, I will concede that there are indeed "choices" available, but no more deep in any of those games than the choices given in jrpgs like Chrono Cross, Vagrant Story, or Persona 3/4. You can make cosmetic choices such as your reactions, but the implications of that are pretty non-existent. You can choose your alignment, but it has very little effect on the story or interactive portion of the game world. You might be able to choose 1 out of 2 or 3 different resolutions for quests, but it usually just ends up being a different 5 second in game cut scene with a slightly modified completion reward. There is very little cause and effect and there is no butterfly effect (well, occasionally there is, but again....cosmetic). No matter how I play KotoR or what choices I make, the climatic battle ends up exactly the same and I'm left with one of two results.
I understand that this is because of technical limitations, and I'm fine with that, but this is the second time Bioware has brought this up and they're really not the ones equipped to do it. Bethseda blows them out of the water in this department, as CD Projeckt Red did with The Witcher (again, not your character, not your story).
What it comes down to is that the guy isn't wrong about the nature of jrpgs, it's that it's a retarded statement to make...especially from Bioware. This guy didn't create the genre, he doesn't define it for anyone but himself, and he doesn't really have any authority to dictate that the public's view of it is incorrect. He's trying to make a universal definition of an abstract concept and using that to dictate that a subgenre within really doesn't belong. The problem is that in doing so, he cuts out a whole lot of the games he'd include.
Who's to say what an RPG is really? Pen and paper players could very well argue that electronic RPGs aren't RPGs at all because they can't fill a thimble full of role-playing, non-linearity or character creation when compared to their game of choice. People could argue that the act of levelling and damage/defence based on randomized odds calculations based on dice rolls is what defines the genre. One could argue that genre is defined by public perception. It's just a dumb argument and I don't know why he'd even bother bringing it up.
The two genres are very different and there are broad distinctions between the two....that's why we add a letter to differentiate the two sub-genres. Seems pretty simple and it should probably be left at that.