Example, you send you MC over to Shadowheart who is dying because the spider queen jist took her down. You heal her or help her, risking your own life in the process. Gain 2 relationship points with her.
You ignore her and she dies, lose 5 points.
Then hide whether we gain or lose points. However, tell players in general how to gain or lose points. So tell us if you let a character die you lose 5 points, but help them and gain 2. Thus makes it so players have to get to know the characters to learn what they like or dislike without the game just telling you.
UIuuuuu bad BAAAD idea. What that means in practice is players farming positive points and making the whole system pointless (like gifts in DA:Origins). Hiding things can also easily backfire - in your example imagine a player doing all right by Shadowheart in a playthough, and yet having her hate her, because she happened to die too many times. Also if we play multiplayer vs whom those systemic situation would count towards?
I agree with you, it will be very convenient to use such a system to simply "score points". Imagine the opposite situation, that you do everything that Shadow hates, but she forgives you everything because you saved her a couple of times (before this, by deliberately setting her up). The current approval system helps you understand the characters and their worldview. You see how someone approves of a cruel act and you understand "ah, that's what kind of person you are".
Right now, the only problem for me is Gale, but with the latest updates, the situation with him has improved. Now, even if you give him a lot of items and have a high approval, he still reacts negatively to betrayal Tieflings. And this once again proves that the system works. In the end, even if you have a high approval, you can do something that will destroy any relationship between you and another character.