... they want everything handed to them on a silver and gold platter. In short they want to win immediately and they don't care how they go about it.
Good to know that I still have the power of divination

I'm not saying anyone is making anyone else do anything. Most players just consider some conversation outcomes to be failure states, in the same way they consider some combat outcomes to be failure states. When in the failure state, they reload. Every video game with saves is designed with that loop in mind. You can wish it were otherwise, feel free, but that doesn't really change how people work (apparently you need a fortress' worth of regret for it).
In the combat case, I think it's fair to say that the majority of crpgs have combat encounters that are
way harder than anything a GM would regularly throw at people, because the game designers recognize that players can simply redo the combat if they dislike the outcome (i.e. they die horribly) and challenging encounters that can and do kill you are fun for players to solve. Do you also refuse to reload the game after party wipes? If you're OK with combat being more challenging since you can save and reload, why shouldn't dialogue be similarly impacted?