I think "grinding" has been unnecessarily demonised, mostly in recent years. In fact I only learned it`s bad for you from some RPG forums. Before that I was just doing the usual roleplaying stuff - exploring, killing monsters, listening to strange dialogues, sidequesting - having fun, really. Occasionally a monster would appear that was too powerful - oh, my, time to do some more exploring, maybe find a better weapon/spell, probably kill more rats and go up a level.
Point is, if the game was well designed and balanced - especially in the combat department - it was never a chore. jRPGs seem to be the mostly accused as "grindfests"- but it feels to me as if it just arose as a part of the strange backlash against the genre (and Japanese games in general) that appeared somewhere along the PS3/360 generation.
It should also be left to the player to decide if they want to stick around and kill more beasties in order to become more powerful. To some extent of course - again. balancing is the key.
Having said that, I`d also be interested in other systems, like teh No Experience angle. Cant` say I recall an RPG using that, but RLs seem to be more daring and experimenting, so why not.
As for Starting Stats, hmmm...hard to decide. Now I play mostly RLs and go for Random every time it`s possible - but it has more to do with the nature of the genre and the way I play/perceive it. I don`t really want to spend lots of time and care point-building my char only to be wiped out 2 minutes later...that`s more of a we-can-save! RPG territory. Here, randomization is genius - because I don`t really play myself anymore, but some ker-razy characters. It`s extremely liberating after years of "normal" roleplaying. So I rolled a crap-stated weakling? Well, tough luck bud, down you go! Let`s see how he fares...and occasionally such creations surprise me by surviving the initial dangers thus earning heaps of respect and creating a true underdog story.