You're given many dialogue options during that portion of the game. Some of which imply that the character is tired of Uriel's BS or thinks that he's a phony seer.
No, they really don't. You can say "I go my own way," right at the start, and later on you can tell the Emperor that you're not particularly religious. That's about all the defiance you're allowed.
After your exchange, Uriel gives a speech that pretty much says he has chosen you to save all of Cyrodiil from the jaws of Oblivion, but there are no dialogue options after that. The player is not forced to agree with Uriel during the course of the intro.
Accepting the Amulet from him seems to imply agreement, and I like I said above, your dialogue prior to that moment indicates that you're being very cooperative.
At this point the player character could escape from the sewer and begin playing the game how s/he sees fit. There's no forcing you into anything. The rest of the game is completed at the player's discretion. The only thing the game is forcing you to do is play the game.
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If you felt that the game was forcing you to play the hero then maybe it's just because you're the one with the hero complex?
I am aware of all this, and don't recall saying that you're forced to do anything in the game, at least outside of the tutorial.
Regardless of what the story or npcs in the game say you are, you're not that unless you want to be. That's the glory of ES. Say you save Cyrodiil from the jaws of Oblivion. Your character is given many dialogue options throughout that adventure to roleplay whatever role you want. Even if you save Cyrodiil that doesn't mean you're the hero. You might be the hero to various NPCs in the game but they do not know the player's true intention and are therefore irrelevant. If you're playing a villain you can justify your actions by saying that your character wanted to save Cyrodiil because without Cyrodiil there would be no way to steal/murder/etc.
Like Rushy said earlier, what the characters in the game think of you is irrelevant. All that matters is the player's intention.
This isn't wrong, per se, but the problem is that you're putting the burden of roleplay almost entirely on the player's shoulders. The player's mindset is important, of course, but at the same time, Bethesda should have made a better effort to have their main quest be more accessible to roleplayers outside of the 100% lawful good persuasion. The game that handled that the best was, I have to admit, Morrowind. It's another reason why traditional high fantasy isn't a good fit for TES.