It absolutely does.
It really comes down to what mechanics are legitimately "gameified," and we certainly understand that some will feel it unfair that conversation hubs would need to be carefully navigated or require a walkthrough to be "executed perfectly."
In this case, we started off small, with a one point reward in either direction, and a change in how the scene plays out if you've been kind to Jaye in spite all of how things have played out between you.
Moving forward, points are going to come much faster, and in larger numbers as each day the player will have to decide how to best accomplish the goals pressed upon them by the story. After Chapter 2, it will be impossible to max points out between both of your co-protags, so you can either strike a balance, or not. How you achieve the end-state of the game will depend on your approach to getting there.
In any case, to your point, the "gameificaton" of conversation is intended to be reflective of how we rely on trial in real-world conversations, and how we often get it wrong in spite of our best efforts. That said, we're also aware that min/maxing is a part of gamer culture, and it's going to happen regardless. It's safe to say that if a concept isn't working, we'll scrap it and re-evaluate.