Don't wonder too hard - it's a Bethesda game. Most if not all types of characters (in as much as there are "types" anymore) will be viable.
Bethesda does narrative gaming. As a consequence, they smoothen elements that might go against building a narrative.
They have shown though a will to define their characters. For Skyrim, their efforts were destroyed by players (as players reject definition in character)
Bethesda took notice and since they have not dropped the idea of defining, they might have found other ways.
Uh, yes they do. Go and have a look at the perk tiers on the recent character system youtube clip. You'll find that tier 7 of Charisma is "Party Boy". This perk removes any chance your character may get addicted to alcohol. So no more hang overs.
Hang over might mean the state following the state of drunkenness (the euphory caused by alcohol) Hang over symptoms might be a troubled mind, dizziness, tiredness going up to loss of conscience (falling asleep)
Hangover symptoms might last several hours and still be there when waking up.
The video shows hangover symptoms and stipulate it cant be avoided.
This is only semantic talks.
What is known is that the PC might drink addictive drinks, the PC might drink them up to provoking unavoidable effects.
The perk is indeed level 7. It means that players must spend points in charisma to get there and that their character (in this case) is eligible for what could be defined as a high level charisma character.
The addictiveness feature is not expected to remove the unavoidable effects. It is expected to define the charismatic character.
Only the high charisma character can drink without turning into an addict.
The other characters might want to behave as if they were high charisma character, the price they pay is they get addicted and must drink regularly or suffer effects of severage.
High charisma PCs rely on charisma to make it. It is normal that they get this kind of trade off as they are going to repeat the sequence over and over again.
Using drinks to ease is reserved territory to the high charisma PC. They can do it regularly when the others cant.
High endurance characters are not expected to rely on charisma to make it. They might try their luck at situations related to, if they do it too often (that is if they are played as if they were high charisma), they must pay a counterpart to it.
A gameplay feature to help definition in character.
Again, I'm saying that this would logically make more sense if it were tied to the endurance tier (i.e to make it like shedding a physical ailment) than to charisma. It's a fairly straight forward argument.
It is a fairly straight forward argument that remains illogical given the context.
Actually, it goes against the objective of preventing attributes from leaking one in another.
Endurance would leak into charisma: a high endurance PC could behave the same way as a high charisma PC.