I think it's a bit less black white than that tbh. The trouble is, no two games are created with the same design philosophy/enthusiasm. Some of them will for sure go for "single choices" due to a desire to create the illusion of choice without having to invest in more complicated narratives/game design. And yes, those kinds of games are very hard to enjoy at the best of times.
But in in some cases, it can be due to a simple budget/time limitation on the developer's side. At which point, you might suggest that dev can simply remove that "single choice" and just make it part of the dialogue, say. But I do think that when you're facing the choice between no dialogue interactivity at all vs simulated dialogue interactivity, the latter can be marginally better. Because in the latter case, yes, the "choices" aren't really choices anymore, since you can't choose not to click on them if you want to proceed, and yet, they do have some narrative value. In that they can highlight specific plot beats where the MC is making what they (in fiction) regard as a difficult decision. Or it may simply be used to draw the player's attention to a particular turn of the story, that the knowledge of may enrich the enjoyment of the story at a later point. Ultimately, even if you're unable to inject meaningful choice variety as a developer, it can have value to interrupt the sometimes samey progression of some games, particularly of the VN variety, if only to jostle the player and point their attention to specific narrative points.
Having said that, I DO think that "single choices" are often misused, where they don't narratively fit or add anything meaningful to the experience. I.E. Single choices that are quite insignificant in their contextual value, aren't really much of a choice even to the fictional character themselves, or otherwise are just highlighting seemingly random decisions that add no value at all to the progression of a story or its character archs. Now these "choices", I can happily live without.