Oh, just me musing...
A lot of the time in conversations, the camera shifts to look at the NPC from a position that is partially behind and to the side of your character (this happens in my games a lot at least... though I've noticed that often the camera angles in fixed cutscenes are actually *different* between Vulkan and DirectX, and I've no idea why...)
When the camera adopts that position with a halfling PC, the camera shows yours from the back and side, catching about their shoulder to knee section, but no head.. however, despite all of the proportional problems that the halfling models have, that particular angle disguises them quite well, and they look more or less normal, from that specific angle and pose... which makes me thing that that was the only angle they were looked at from, when they were tested for a visual pass... It's just an idle thought, more than anything else.