From my review last year:
"The VN has choices, but they are almost exclusively a good choice vs. a bad choice rather than actual options. I wish VNs would stop doing this as it makes me feel I have to use a walkthrough or mod and doesn't add anything. I'd prefer it was kinetic if the choices are pointless."
What I meant is that if the choice isn't compelling, such as choosing between two things I want (or between the lesser of two evils) when I have a good idea ahead of time what the results will be, then I don't see the point. I'd still rather not have to play through multiple times to see all of the content, but I understand the value in being able to tell multiple versions of the story.
However, if the choice is just an opportunity to accidentally block yourself from seeing future content, it seems like pure downside. I'm not going to replay the game several times trying different options until I get the right set of them. The reality is I will use a walkthrough, mod, save editor, rollback (for games where the point changes are shown), dig through the code, or just not play it at all.
I'm resigned to that being part of the genre and Japanese VNs are often no better, but I don't see the upside. It seems like wasted development resources just to create a hassle for players.
It's fine if people like these systems. I'm not saying you're having fun wrong. I just don't see what you get out of them.