When I tried this, my players quickly became frustrated with what their characters couldn't do, because "I didn't tell them the rules, and they don't know how to play".
My most successful pattern thus far has been to have a session-0, and have them generate character ideas, but I do not give them books, or sheets to fill out. Instead, I seat them on a couch, and verbally describe the basics of how D&D works, and make sure they're aware that combat is ~half of the game, and very vaguely describe the character archetypes as either "strong fighters", "dexterous tricksters", "tough defenders", "intelligent mages", "nature mages", "holy warriors", and "charismatic bards". I also make it clear that they can mix two archetypes togeather if they choose. Then I assist them in generating a cool backstory/history/friends/etc for their character, and they'll usually tie their character into one or two of those seven archetypes.
From there, then I verbally list of the races in the game, and vaguely describe them, and the players pick a race. Then I verbally describe "the combat styles" (aka character classes) that sort of match their concept, and they pick a class. Similarly, we verbally make any subsequent choices for the race/class/equipment (note: no magic yet). Using this method, players do not have lists of options to analyze and compare, and thus do not get overwhelmed, and generally make really cool characters that they're excited to play.
Once we've picked everything except magic spells, I fill out the sheet, and show them the options that they selected, and describe the armor and resistances, and show them the attacks, and tell them I'll explain how to read the attacks when they're needed. Again, this sidesteps the intimidating empty sheet, and not understanding what to write. They are instead presented with thier character, and can see and understand ~half the sheet, and remain excited.
The very last step is to show them the spells their character can learn right away, and help them pick their starting spells. This is really the only point where the players see a huge list and get overwhelmed, but there's so many spells that I can't really do this step verbally.
In the second session, we play, and they very quickly work out how to use skills, and then once combat starts, they very quickly work out how to use attacks, spells, and defenses. I've noted that newer players do tend to still get frustrated with being surprised by status effects, and also how easy it is to get knocked unconscious. I haven't yet tested good solutions for those.
As a final note, when doing this method, its common for new players to realize they would have preferred different choices. That's fine. I generally let new players change any aspect of their character in the first ~5 sessions or so, as long as they maintain their general character archetype and backstory. One new 4e player described her character as a "backline warlord that tells other people how to fight", so we made her a 4e Warlord (similar to a Paladin), which literally matched the name she used, and has abilities to tell other characters to attack. After ~5 sessions she decided this wasn't quite what she imagined, and we remade her sheet as a Cleric, and she was more pleased with that, despite it not having abilities to tell other characters to attack. Despite what appears to be a massive change, that's still a "holy warrior", and had no impact whatsoever on the campaign or team, and one other player didn't even notice for two sessions. It's totally fine.