It's why a lot of western RPG's had to start putting heart icons next to dialog choices when talking to romanceable NPC's.
To be fair, a lot of western RPGs lately have lazy writers who write a dialogue prompt that has almost nothing to do with the actual line of dialogue it triggers. It's become almost a given in most games with voiced dialogue at this point.
When you're clicking on options and pick the one that says something like "Politely Disagree" and the dialogue that follows has you telling the other person that they're absolutely stupid and crazy and their parents should be ashamed that their kid grew up to be such a huge idiot, that's not really a failing on the part of the player as much as it is of the game. BioWare was notorious for this sort of thing - which is a large part of why they were also one of the ones who started doing the "dialogue icons" thing on their dialogue wheels.
It's become such an obvious thing that people have long since started to make fun of it:
You must be registered to see the links
Things were a lot better when games didn't have voiced protagonists - so you literally had to write out the entire line of dialogue for the player to read before they picked it. Made it a lot easier to know in advance what your character was trying to say, and not just vaguely guessing at what any given prompt was going to
actually say (thus leading players like me to constantly save scum/reset every conversation so I could quit out whenever the game pulled its bullshit).