because some people want choices to matter(I kinda don't).
Choices that
matter will, inevitably, lead to extended development times.
They are cool in big projects like Mass Effect, but incredibly difficult and time consuming for a single writer.
Most of the time they reduce the quality of a first playthrough - but offer the incentive for another.
In my AVN, there are only two love interests, and the only major choice is of whether you pursue one, the other, or both. Even that is a pain in the arse to deal with because both characters are not only important to the relationships the main character develops with them - but the actual plot. If I had my way, I probably would have given no options and made it clear the game has these characters and you can't avoid intimacy with either of them. However, I do understand the position of someone who jives with one, but not the other.
That balancing act, of where to give the player some freedom (at the cost of your own sanity), and where you cannot - is quite important for anything that isn't a full kinetic novel.
I kind of lean towards your position myself. I like choices that add "flavour." But not choices that lead to major branching and big negative consequences. I used to think it was the opposite, until I played Final Fantasy XIV, where choices just give an alternative bit of dialogue in response, and don't shape the overarching narrative - and realised I like that. It gives me a chance to express myself in the response without locking me out of content. So that's kind-of the direction I wanted to go with my own.
I think Caribdis mostly hits a sweet spot (aside from the stuff like "I like your pen." Where it's too obtuse) where you can express yourself by favouring responses offered, and you are rewarded for that more than you are punished. That does mean there are limitations, but I am cool with them.