In my opinion, oathbreaking mechanics at the moment are half unfinished. If this doesn't get fixed in the full release...

Well. Seriously. How hard is it to add a warning symbol in dialogue? Or, to fix the nonsensical combat function? Just ditch the yellow dot/red dot converting system and flag some enemy types as killable, others not. Still got issues, but better by miles.

For example: take quest to slay the goblin leaders in the grove -- all goblins are flagged as true enemies.

Example issue: without fine-tuning, this means you can kill inherent non combatants (children).

However, I think players would be happier not getting their oath broken when they should (false negative), than getting oathbroken for in character solutions (false positive). Fine tuning rounds it off.

I also believe, the groundwork for this system may exist because of entities like the owlbear. I could be wrong, though.