What you're describing does not fit my recollection of my multiple playthroughs to completion AT ALL. There are numerous conversations where you can simply ask questions and get to know more. The only adversarial conversations tends to be ones where tensions are already high. There are options that are less "assert dominance" and more "deescalate the situation," though.
Oh certainly there were a number of more sensible conversations to be had in DOS2 - But the overall tone was one of a world full of arseholes, and a game which gave you plenty of dialogue options to be one as well... but precious, precious few to to speak against it or stand up against bad behaviour in anything short of a violent manner. It made it unpleasant to play - no matter how the reasoning for making the game like that is explained, that's the truth of it, from my perspective; the reasoning doesn't matter when the result was that I found it unenjoyable to subject myself to series after series of horrible people behaving horribly, and having to simply carry on the conversations and let them, because I'm not allowed to call them down for it, short of killing them. I tried to do a second playthrough, and found I just didn't WANT to go through all those unpleasant personal interactions again. I do NOT want BG3 to end up like that... but it's made a very bad start in that direction.
My experience with BG3 conversations and dialogues so far as been a distinctly disheartening and unpleasant one. Every single companion I've picked up, at first meeting, has made it their point of vigorously asserting dominance, condescending to me, touting their superiority or otherwise being deeply unpleasant... in the cases where the NPCs *aren't* doing that, my only dialogue options are to do that to them *instead*. (Take Lizzy in the cage as an example: The npcs weren't domineering, sure, but instead, MY options there were 1) take control of the situation without asking any questions, and lie to them in order to scare them off by enacting fantasy racism, 2) take control of the situation without asking any questions, and trick them into letting her down ,based on suggestion that we should kill her because she's so alien and weird looking, and thus probably dangerous 3) Attack them, or 4) leave. Oh, and also the option to mock and taunt Lizzy... but nothing positive or reassuring to say to her. Nowhere was there any option to ask them what was going on, or learn anything more about the situation.)
It's not a good first impression. This has nothing to do with their perceived alignment - other RPGs have shown us time and time again that it's quite possible to have ultimately good people who are jerks to be around, and morally red characters who are, nevertheless, reasonable and amicable.
That is my first impression: those are the conversations I've had and experienced. If those were to be the first series of interpersonal interactions I faced when starting a new game, I would dread continuing it, and I would not be excited.