While I completely see your point, some of the more recent DnD adventures, that I played myself as well - have been significantly popular - because the players were constantly pushed towards certain goal. They were less about get lost doing random evil things and more about survival. This creates really interesting party dynamics. It also let's players deal with some interesting moral choices and can lead to a lot of surprise plot twists. Usually, when you look back at your choices, you are like: 'How didn't I see that? It was right there, in front of me...'
I believe Larian might gone onto similar route, dropping players as strangers in this world. Familiar enough to recognize some things, but quite chaotic and senseless. I hope things will get much clearer once we left Moonrise. I do enjoy puzzles and figuring stuff out, but the plot is all over the place right now.
What you are talking about here reminds me of the first Witcher game (it is something that was in the subsequent games but much more subtle there) the idea of a choice coming back to bite you in the ass much later down the line or creating unexpected results. But if that is what Larian tried to do here, they still failed. Even in the smallest choices of that nature in the Witcher, you had something to gain and something to lose from each choice and you had some vague idea of what that is. There might be other consequences you were not aware of, but there were risks and rewards that were instantly appearnt.
In our case it is simply not so. Even a cheotic evil character can kill as many goblins as tieflings, so unless you roleplay as a tiefling racisi or a goblin lover chaotic evil character, there is absolutely no reason to choose to kill all the tieflings and not all the goblins. Killing all the goblins will lead you to a solid lead to solving your problem, and killing all the tieflings is... What Mintara told you to do so it's evil?