Right, but the whole point of the Interactive Scene System is to "tell a branching, narrative story in a cinematic way". That means, I can only create so many scenes for one particular encounter or circumstance, and the player will need to select from among those options. If they want to do something else -- there's no scene for that. There's no recorded dialogues...no motion captured performaces...no element of the story that can account for that "made-up" choice.
So if I were to create a completely open-ended adventure that lets the player pick and choose every last detail, kiss any form of detailed dialogue and cinematics goodbye. I could make the game react to it in terms of yes / no, good / bad, friend / enemy / neutral, but I can't have that play out as an acted, interactive scene.
(To make a scene, I need to write a script and act it out. That requires a scripted series of events. That automatically limits options.)
Actually, most of the time choosing to avoid a situation would probably need a lot less work that any of the other options available, yet it seems it will not always be available.