This is .. "current jargon"? It kinda fails to deliver the point, you're talking about removing the dependency between cities and biomes. "Make RWG random" could mean random roads straight thru POIs, floating ore nodes or whatever else. Nitpicky, but something more obviously jargon would work better, #RandomBiomeCities!.
Yes, they could have a single thing be random and call it a random world generator, but even though it might be technically correct, it wouldn't be very accurate. I know that is an extreme option, and RWG has a lot of randomness still, but it is getting less and less random these days.
Biomes are almost fixed because they want you to do them in order, so they've made the different styles have very little options to them. You can change precents to a point, but only to a point. You can't disable any, or make them very small.
Towns can only appear at certain sizes in certain biomes. Because of the small towns in the forest, they tend to be very similar on every map. And you can't get many of the POI in the forest at all. You won't see old west towns in every biome.
Traders can't appear in different biomes. If you have more than one trader in a biome, it'll be the same trader, rather than being random and spread out/mixed up.
And I didn't know if anyone has had different results, but the admittedly limited testing I've done with RWG since 1.0 had always placed the "rivers" at the edges of the map, and unless I'm remembering incorrectly, the lakes as well. That may just have been bad luck, of course. But if it is always the case, that is another change.
These are all recent changes that remove randomness in the maps that are being generated. Now, whether or not someone cares about having a random map or a nap that is only vaguely random, this is still a lot of changes that remove randomness from RWG.
As I've said before, I really don't care what RWG can or can't do because I don't use it, but most people do, and console users only have that option. Since the changes are not hard to undo (it's mostly just changes in RWG mixer.xml), there isn't any reason it can't be optional when making a RWG map.
To say the dev aren't supposed to dictate how we play is antithetical to the concept of game dev. They have to give you guard rails or the game simply won't work.
If you are on PC, use teragon and you can make giant cities that cover and entire map of just forest City.
Vanilla already has a ton of options. Use some mods and you can completely customize the entire experience.
These are of course options for PC. However, now that the game is available on console, who only can use RWG to make maps, options should be given to them to make truly random maps instead of very strictly controlled random maps.