This sort of thing, the reward-for-doing-it-this-way, doesn't even enter my mind. I want to make those choices as I find them appealing, or how my character would make them. I don't particularly enjoy metagaming, or MMO-style gaming. "Oh adventurer, please find my late husband's ring - YOU WILL RECEIVE THE FOLLOWING REWARD: 50 XP 100 GP". Do things, accept what happens and go on. It's not like you're not going to reach the max level. I suspect you will before the final act, regardless of which path you take.
At the same time. "Hand over all your gold!" - Roll for Intimidate - Succes, you get gold and a bit of xp. On you go.
Fail, you get attacked, you kill the dude, you get his gold, his weapons and armor and the xp for killing him. On you go. Does that bother you? It makes perfect sense to me.
As I said above, that aspect is minor and I only mentioned it because in DOS2, there wasn't enough xp around to keep up with enemies unless you more or less kill everyone. The main concern is that encounters are set up in a way that talking puts you at a serious disadvantage, and that this is exacerbated by the game having turn-based combat so you don't have free movement once the fighting starts.