I definitely consider them a reward, along with the companion interactions before and afterwards. This is the stuff I play RPGs for. This is what gets me invested. If one set of perfectly reasonable roleplaying decisions results in character development and world building and drama and suchlike while the other results in [crickets], I'm going to be very disappointed.
We don't know what the consequences down the line will be, yet. That is my point. If there are indeed none, then yes, I'd agree it is bad design. But if every character gets the dreams, that would make some storytelling content static. I'd rather have more dynamic content. E. g. a different outcome with the real Daisy if my character never interacted with dream Daisy.