I ran into the same problem with a node named "You" and I think it happened with one named "Leave" as well. I think Lemenhead is right that we imported global nodes that messed up the dialogue behavior, as those are definitely nodes they used in the main module. The "Troll" global node probably came from the girl in Silverglen. I also remember seeing a "You" somewhere in Silverglen or Hunter's Edge.

Looking at the code, I would guess (with no real basis whatsoever)
handle="ls::TranslatedStringRepository::s_HandleUnknown

seems to to be saying: "this node hasn't been used anywhere else," while

handle="hf075c899gd8f8g42a0g8610gb5c238fa4a50

is basically an ID for the global node.

So basically avoid importing global nodes except for the greeting node which I think you are supposed to import to get the dialogue to initiate correctly (but maybe not.)