A lot of design has been put in those dialogs and traits so it's rude to say this, but for me those dialogs little challenges burden a lot my play and I don't mean only the rock/paper/scissor mini game I just hate for single player.
During dialogs I see only the concrete results ie traits and consequences as involving a combat or not, or worst accepting a quest or not. Then any possible pleasures from roleplay choices is totally lost for me. I don't use save scumming from chests, use it for shops because of skills books, but for dialogs it's just huge save scumming and it spoils quite a lot my fun.
This is why I feel it's actually very important to have solid automation which ensures some or all of your characters come up with fairly min/max responses. Without it, what you get the vast majority of the time (including my case) is a whole lot of savescumming... it accounted for about 90% of my savescumming, hitting F5 whenever I'd come across a dialogue which seemed to be trait-effecting to ensure I got the traits I wanted.
Actually, what we really need is for these dialogues to just flat-out tell you in advance which traits they are going to effect. Instead of "No, you can't escort me anywhere," how about "No, you can't escort me anywhere (Independent)?"
The point is, the real problem is rampant savescumming, and something should be done to mitigate the damage.