We chose a different perspective than other static isometric RPG engines such as Baldur's Gate, PoE or Arcanum because the nature of our villages/towns/cities is mainly influenced by Ultima 7. First and foremost, we aim to simulate a world such as Britannia rather than designing locations based on the storyline like in PoE or Baldur's Gate.
And in contrast to those games, all of our buildings will offer a "realistic" number of items and furniture, e.g. tools for the bakery. Many of them will never be part of quests or stories, but nonetheless we value those details as crucial elements for a believable world (along with NPC schedules, times of the day, jobs, families, etc.)
At the end, our fundamental different approach regarding the world design resulted in this perspective because having all those details in buildings requires a better insight and, of course, hideable roofs
P.S.: usually, after playing a couple of minutes, you adjust to this uncommon perspective like playing Ultima 7/8 back in the 90s.