You mean something like you enter an actual chat with an NPC and you can say literally anything to them and they'll have responses depending on their randomly assigned personalities? We're still pretty far from that kind of thing being particularly immersive, even with huge companies like Google and Apple, nevermind with a small gaming company.
The best way to approximate this without inventing a world-changing technology is with enterable keywords for NPCs, like in Wasteland 2 (mixed in with basic questions). So if a guard had a "corrupt" tag, you could type in "bribe" and it would bring up new dialog options where he'd ask you to pay 100g to ignore crimes, want to pay that or not?
But we could probably just skip the whole trait system and just write out specific character responses to keywords, instead of making several "corrupt" guards that all have the same answer to "bribe." Instead you just have to find the two or three guards who are bribeable, all with slightly different responses and costs, which you'd have to infer from their other dialogs. Bribe the wrong guard and they'd throw you in prison. I don't think having generic personality traits really adds anything to D:OS2, with the kind of game it is. A more open world game like skyrim where there are hundreds of generic NPCs would benefit more from something like that.