It's a good thing there isn't a character like that in the game. The one you're trying to put that on did not do what you just said. Headcanon thread is not here.
Realistically, too much empathy IS a bad thing that can and has driven people to do some horrible things. You need a healthy balance of empathy and apathy to function as a human being.
Plus I do actually love the fact that I am the hero of the story but also am more than that just like Zenos said before the final confrontation. I seek adventure for its sake alone, this includes stuff like fishing, mining, crafting, going on goofball adventures with Hildy and so on.
D&D is entirely personalized where you make your own character from the ground up and have complete control of what they say and do. This is pretty much impossible to replicate in video game form outside of RP'ing with other people in MMOs. Western RPG's often give you at least a few different personality types you can choose from which are usually Paragon, Funny man, worlds most boring human, or a complete asshat. Japanese RPG's there is no self insertion at all, you are playing through the games story as you would be reading a manga or watching a series.
Which broadly comes from how different cultures actually approached D&D and other tabletop games. In the west they were embraced as basically a form of semi-collaborative storytelling, so when people started making games based on how they played D&D you saw a lot more elements of player choice, interaction with the story, all that (which over time has sorta been slimmed away because of game design logistics but that's a different conversation). But when D&D hit Japan it got popular more as a dungeon-crawler, with the DM being less of a storyteller and more of a puzzle designer, so when those people started making games based on their D&D experience you saw much more linear gameplay and storytelling, but much more elaborate level design.
Neither of those approaches were all that wrong; hell, you can make a decent argument that the style that caught on in Japan was closer to what Gary Gygax was envisioning. But the result is that you've essentially got two entirely different genres that are both called 'RPGs' because of the same origin point. ...hell, debatably three if you fold in 'strategic RPGs' like Fire Emblem, which are another different fork from how people played the early tabletop games.
Not even D&D is designed for "evil" PCs though. That is perhaps the one possibility that is nearly all but excluded. The supplemental material book Book of Vile Darkness even states as much in it's foreword.
Not that it makes such impossible, but the lack of support for such a thing via core books muddies the waters a bit. Mayhaps they had the same idea as FFXIV, that most wouldn't enjoy RPing a bunch of evil bastards. I'd argue they were wrong, but that's just me. Being what you can't in reality is a big draw for video games, and being evil or sinful is like one the great temptations. The easiest place to be such with no consequences is, as expected, in a video game.