-Failing is not fun - the promotion of this game was terrible with spoilers and bad game demonstrations (I'm much more salty about the spoilers though). One of Larian's taglines was "we want to make failing fun. Well at least for now they failed miserably. It is related to my previous point, but the game is way too binary about its option for it to be fun to fail. Most times, failing leads to something bad like battle or a trap triggering and very rarely has an interesting outcome. This kind of game design practically promotes save scamming and cheats, since there are no actual benefits of falling, and what's worse is that is so much randomness involved.
I just finished my first and only playthrough of Disco Elysium. Failing in that game was indeed fun, and it did indeed keep me from reloading to get a different result, allowing me to for once just enjoy the ride.
My very early experience in Baldur's Gate 3 implies that there are a lot of 50/50 choices that if passed move you to the next phase of a conversation and if failed result in battle. The cost and time of the voice acting likely limits the amount of dialogue per encounter, but Disco Elysium somewhat got around that by having full voice acting only for the initial and/or critical dialogue options, and using text only for some of the minor ones.
The scope of Disco Elysium was much more limited, and there was very little battle involved, meaning the characters and their dialogue options remained available throughout the game to revisit, which surely helps with the event flag system, as it becomes much harder to break.