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Playing against type can be fun on its own and it's good not to place barriers against that, but such a restriction would also remove some very thematic choices from the game. For instance, in PF1 a character I very nearly got the chance to play was a seemingly by-the-book Oread Geokineticist who saw their elemental origin as the manifestation of the dry lethality of the desert, the plan being that they would later discover that they had an Oasis within them that granted them the life-bringing powers of Hydrokinesis and the Phytokinesis.
Doing that in PF2 would require a bit of retraining, of course, but I like that the concept is still possible. I may even start them out as a Water/Wood Oread, and have that confusion be central to the character from the get-go.
I do like the idea of a sort of spiritual adoption element of becoming a Kineticist, so you can play into your element with both class and ancestry feats, but I'm not sure how likely that is.
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It's worthwhile to let people make characters that are 100% compatible with the themes of their ancestry/heritage, and it's also worthwhile to let people make characters that run diametrically opposed to the themes of their ancestry heritage. Trust that people will create and play the characters they want to play.
But an Ifrit who gets water powers isn't really weirder than a Tiefling who becomes a Champion of Desna.