The alignment system is a roleplaying tool not a gameplay mechanic. But the only way to add the alignment system to a computer game would be as a game mechanic. (or as a decorative choice in the character creator that doesn't actually do anything I suppose, but then why bother?)

The game will have good, neutral and evil choices, chaotic and lawful choices. Is it so bad that we will decide for ourselves which is which just like we would at the table instead of have them marked by an awkard dialogue mechanic? It will have characters written to have their own beliefs and opinions and they will react to your choices, thats better isn't it? And those few characters who are alien entitites capable of only having one unchanging alignment (fiends, celestiels etc) will no doubt be written that way if and when they show up.

So why is it a problem that they are only writing the moralty of people instead of creating some limited video game mechanic? Every video game mechanic alignment system I've ever played has sucked. Making you choose whatever choice has the correct alignment system symbol on it to not miss out on rewards or roleplay properly and choose the "wrong" choice by choosing what you think your character would actually do.

Better to just let you role play freely, make the consequences story ones not mechancal ones, like a real roleplaying game.

Of course if a paladin violates their tennents or a cleric pisses off their god thats a different story. That's a story consequence that has a mechanical consequence aswell - You can have trigger reactions for that just like the companions react to your decisions and I hope they don't ignore that possibility.

But adding an extra system to the dialogue system for alignment when you can just decide your alignment and roleplay it yourself through choices seems alot of programmeing time for nothing but annoyance.