Heavily character-driven role-playing tends to be very character specific, driven by the particulars of a group, the quirks of the GM, and the players involved. They are, to compare to restaurants, a very personal dining experience custom tailored to the diner by a fantastic chef, prepared to their exact specifications with care and precision. But that sort of thing takes time and effort, and if you try to cut corners it can go sour pretty fast.
Pre-published adventures tend to be bundled and packaged collections of scenes designed specifically to be as applicable possible to as many players as possible, as easily understood by as many GMs as possible, and as easily played-through as possible regardless of group dynamic. They are, in contrast, the reliable and predictable quality of a chain restaurant, where you might not always get the mouth-watering meal that was exactly what you wanted, but you'll get it fast, reasonably priced, and without any surprises.
These two things are, as written, largely incompatible. You can't pre-write and publish playing a role. Without knowing your group, the whims of your players and the details of their characters, how can you? Any adventures you find, you're probably going to have to reskin and/or house rule. Any adventures you find that are broad enough to allow for heavy role-playing, you're probably going to have to put some work into in order to make them run as quickly and smoothly as a tighter, play-ready, adventure.