My 2 cents too:
I love cinematic dialogues, I love dialogues in any form. It doesn't matter if it's done with a cinematic piece attached or just with a dialogue box.
What's important is coherence with the setting and evolution of story.
Lets make an example of things gone wrong on this aspect for Larian's Baldur's Gate 3 early access (sorry i tried, seriously by I can not use abbreviations

:P ):
1) Spoiler juts in the case of new players reading, Astarion
after I killed the monster hunter chasing after our lovely pale elf, who, interesting enough, WAS in the party and yet in the following dialogues was quite surprised knowing a monster hunter was after him.
2) Too few choices. This is an adpatation of RPG, but I feel like except fpr the two opposites lawful and the neutral there are not so many choices, I usually play chaotic neutral/good characters and somehow I feel like the only real choice ot to randomly select the answers in the various dialogues;
3) Dialogues with companions really have a weak impact in the overall balance of appreciation while actions on the contrary have a too heavy weight, the distorsion is so high that already in EA (that is supposed to be a tiny part of a very vast campaign) you can bring your companions to want you in their bed (Gale is the most embarrasing for how quickly he arrives to get wet at the sight of the main character).
Nevertheless I have to admit that to bring up so much flexibility could be a real challenge, there no games that really satisfied my taste (from vampires to Fallout through Khinght of the old republic, not to forget The outer worlds or all the Elder scrolls franchise or ), I hope in future with the advancement of artifical intelligence and deep learnig computer RPG's will be able to satisfyingly transport that dialogue meccaniques that make rpg's so fun.