Having very clearly coded good vs bad character writing is very par for the course with Dungeons and Dragons especially since it had things like alignments. Characters like Raphael and Mizora are clearly lawful evil for example. Allowing the characters to make clearly distinguished good vs bad decisions was very likely a conscious decision when writing the game so it just feels "Dungeons and Dragonsy" as opposed to something like Divinity Original Sin where everything was shades of grey. And I think they mostly succeeded with this.

One main benefit to this approach to storytelling is it allows the player to think of themselves as their character. Rather than their character as an avatar of themselves. One negative though is the situation is un-nuanced. I think Larian ultimately made the right call to stick closely to very alignment driven characterization as opposed to what they did before with everyone being very morally grey. As Dungeons and Dragons is more escapist pulp fantasy and it's something that attracts people to the IP.