Ah no, you've mistaken what I'm saying here - I'm not talking about the plot, simply that we make choices that are poorly worded, so we have to manually reload if it doesn't make sense. THe chicken burger is the clearest example, but there are others. These choices aren't about the plot, but you have to guess what they mean. What if Katie was testing to see if you had remembered she loves spicy food? We simply don't know what Willi knows of his history, but we're asked to make choices without knowing it - so we feel like we're making choices as an outside influence, whereas in SG, Nika's internal dialogue is far more nuanced, so we feel like we're making choices that suit the situations, we feel better empathy to his decisions.
This is a design thing, a style of writing thing, completely separate from the plot. Same sort of thing happens - I do my best to play as a conciliatroy prodigal, every choice I do the path of least antagonism, especially towards Monica. Then out of nowhere Willi is a rude prick. It defeats the choices I made - if he needs to be a rude prick for the plot, then the choice needs to reflect what person he is, otherwise I feel frustrated because I tried to be less of an asshole, but he keeps jumping back.
The choices are currently worded inconsistently to their role in the game.