The problem is that the natural answer is you start taking away dialogue options and the story choices that are more empathetic or caring for a really borged character. Such a mechanic would have likely been controversial. I would have liked it ... but I doubt everyone would have. It would also remove a lot of potential quest-line choices
i mean there are only 2 decisions in-game that block stuff (2 ripperdocs and romances) and you can find people raging about "decisions that the consequences were not explained".
And thats the problem for game devs, people don't really like choice&consequence because they want full information and if is not the case all choices should lead to equally "good" states and without blocking content.