I agree that having a character share personal problems/issues doesn’t necessarily entail a more spectacular concept. Otherwise essentially you’re suggesting that for a character to be wholesome they MUST have a particular personality trait (openness) or otherwise somehow share their problems in a way that isn’t part of their personality (no idea, have their friends tell you? Sounds like a lot of work).
There are ways to make characters feel more wholesome, even in terms of fragility, without necessarily making it about the problem itself. Rather about indicating that such a thing possibly exists/is the case.
For example, when conversing with people when you’re getting to know them, you don’t learn of their particular preferences/dislikes/fears through then candidly just giving them to you. More often than not this information is punctuated in other conversations as a matter of reference/comparison. Ie. You find out your friend doesn’t like seafood, not because they tell you upon meeting “my name is joe and I hate seafood”, rather when prompted “Hey, fancy grabbing a bite later?” they reply “Sure thing. So long as crab or fish isn’t on the menu!”.
It’s this kind of element that is what makes people whole and deviates them from their “simple” contexts as far as we see them. You can observe a crowd and see say twenty “Young, male, English speaking, looks professional” but that’s just an archetype. It tells you some possibilities, sure. It’s this additional “fluff” that takes them from a forgettable category to a distinct individual that warrants specific attention and memory.
WoW characters can (not always) be in sort supply of this. I find there’s a tendency to always have their personality/life explained around or in the direction of something, rather than simply what it is. Few character have religious beliefs if they’re not a priest, paladin, druid or shaman for example. Politics is rarely a conversation except for determining who is a rebel or a loyalist. Fears and weaknesses become known in the situation in which they specifically apply, rather than as a general thing others may know in advance and thus can plan around in a particular situation.
This may be possibly because making up your character’s stance and ideas on so much takes lots of time, so that it’s quite natural for people to determine their character responses/feelings “as they’re needed” aside from a few core ones (which are usually quite generic like “being brave”) and thusly they feel very performative in nature. Whilst this means the RP situation itself works (and nothing to say it can’t work well) it can make it difficult to establish what someone’s character is actually like on a more fundamental level regarding forging friendships, oppositions etc.
I’m not advocating for everyone to know everything about anyone else at all. I just think there’s a lack of using a character’s traits to “hook” people. It’s either unknown, or it comes up in exactly the specific form to which it is relevant. This means it lacks all means of intrigue because you either know nothing of the story or the entirety of it.