I think in this game rolls have only two possible outcomes, success or fail.
I don't know what this means. Are you trying to describe how BG3 is right now? Yes, they only use success or fail. It's the bare minimum and it's part of why people complain about RNG feeling punishing. If you are trying to convince someone of something in a conversation, you don't either succeed or fail outright. There are shades of grey.
I'm not saying that all of those shades of grey have to be represented in BG3, but having that sort of thing peppered around the game can make the world feel a lot more convincing. It can make conversations feel more real. It can make failure feel less punishing and more interesting. Good DMs often know how to incorporate this kind of thing into their storytelling.
The game has a huge amount of choices already.
I don't know what this is supposed to mean.