They both aren't RenPy games, but use Unity.
I think Being a DIK is a good example of the capability of RenPy - there are portions where you're exploring a house, free to go from room to room and interact with the people there, just like you'd be able to in an RPG.
I also think it's a good example of how trying to add more things to a game can actually make it worse. I think Being a DIK is great, but I think all the minigames (particularly the beer drinking and fighting ones) actually detract from it, and the optional hidden collectables make it actively worse as instead of just enjoying the story the game grinds to a halt as I spend my time scouring each location for clickable objects. Part of it is the way I'm wired - I can't just ignore optional collectables and not try to find and collect them all - but I think they detract rather than add to the game.
And my least favorite parts were the parts where you had to wander around a house and speak to everyone, particularly as navigating the house was confusing and disorienting. Thankfully he added quick-navigation later on, so you could go directly to a given room rather than get lost going in circles wondering, "How do I get to this guy's room again?"
I also seen Renpy games where the dev of said game tampered with the enigne, so you couldn't scroll back, have limit save and only on specific point in the story and so fort.
I haven't encountered that, but stuff like that would really annoy me. It seems like the dev policing how you play their game. I hate games that limit saves, or only let you save at certain points - just let me play the way I want to play. If I want to save scum, that's on me.
Additional I would like to have it finished regardless of the format.
Yeah, it's a shame that it'll probably never be finished, but I really enjoyed it even so. I think even unfinished and partially broken (I had to go in and re-name a lot of the animations to get them to play), The Coceter Chronicles surpasses many finished games.