You will always know what skills you have proficiency and modifiers in. However you will never know the enemies DC. Its fine that they tell you on the tooltip what your benefits are because you can always view this on your character sheet or remember it.
The issue is providing a sequestered list of limited options, that funnel you into choosing either "Deception or Persuasion" etc.
In a d&d setting you would attempt something first, then the DM would respond by saying make a "so and so" check. So in a sense, the DM is the one that has the power to choose what check is going to happen (albeit it fits with the situation) However this would be difficult to implement in game.
The only real way to make this situation better in my opinion is to offer more dialogue response options for you to choose and things to choose from, meaning that some options you may also benefit from your rolls but may not suit the situation so would be rolled at disadvantage. Leaving the onus on you to make the most fitting accurate choice that fits the situation. Which is not unrealistic to implement since its literally only a text response (UI thing) since your character does not speak.