Sometimes I almost think some people would be crestfallen to go back to the old games and realize that some of these flaws were actually there all along. Bioware's games used the same tricks and if anything back then they didn't even had the costs of voice acting and motion capture as an excuse.
As I said, if anything this BG3 is already surprisingly more reactive than its predecessors in some areas.
Also, keep in mind that a trick these games use is to recycle the same line of dialogue as an answer but to account for different numbers under the hood. Maybe you act like a goody two shoes or like a prick and the answer will always be "Anyway, let's go on with this deal", but one will give you a +X to the merchant attitude and the other will give it a slight malus.
Yes nostalgia blinds us to a lot of mistakes. But I don't think there is anything wrong with some recycling. We have to remember that it takes resources and time to make these games so having 10 completely different of ways to interact with the rat in the cave might not be the best use of those, hence recycling.
If you think about the main Goblin/Tiefling/Druid questiine there are 4 completetly different outcomes in this narrative with several minor flavours in between. That's far from being "Illusion of choice".