All the RPGs I can think of off the top of my head define characters by what they're good at, and put them in situations where those attributes can help, and allow the players to choose their steps forward (even if that's just "I enter the next dungeon room").
I'm sure I could think of exceptions, but I'm pretty sure they're pretty rare.
So, right now I'm pondering play where your character is defined by what they're bad at, and where they face situations where those weaknesses act to their detriment, and where their most consequential game decisions are reactive (to events inflicted upon them) rather than proactive.
And here's what I'm wondering:
Would it really be that different? Is it basically familiar gameplay with different color? Familiar procedure with different emotional tone? Do the color or tone change the whole equation and reason to play, or not?
Would it be fun? Could it be fun without being nasty and mean? Is it harder for us to empathize with characters defined more by their flaws than by their strengths? If so, is that fixable, and worth fixing?
I actually think the underdog struggle to triumph over one's shortcomings amidst truly external adversity (i.e. adversity you didn't sign up for by charging into a dark hole for treasure or something) should be pretty engaging. I imagine there are plenty of RPGs which do something similar. I guess the big unknown is the psychological impact of the mechanical and textual framing...?