You may be right that it isn't quite as 'everywhere' as I feel like it is... but the truth is, as a person giving feedback, it's prevalent enough for me to feel like it is, and to end up saying this as a result; that in itself is a problem.

I'm quite sure I've had at least a couple of triple-success in that conversation, that have still ended with her telling me there's nothing I can say, and reducing my options to attacking her or leaving.

The most satisfying outcome I've managed so far is to accept that she is determined to stay her course, pickpocket the antidote from her and sneak out the back door to take it. Alternately, fighting her when she turns violent after you cure yourself, and knocking her out... and trusting that they'll improve the way knocked out npcs are handled in the future. One thing I've not tried yet are just accepting her choice, sneaking out the back, and then coming around and brewing the antidote myself, without stealing hers... so I don't know if she'll still go hostile if I do that, yet. Still: I'll accept that you're right about the antidote conversation, though that does just put it in the same category as the bad dm railroading (like squashing the tadpole, but worse) that I mentioned above.