Right, I think there's something to be said for trying to change the way conversation trees work in RPGs. In games with tons and tons of options and the ability to go back up to a previous "folder" of choices, the pace and tone of dialogue can sometimes feel really weird. Likewise, being able to read an entire response before choosing it arguably makes it too easy to "win" conversations in games by laying out all the options for you explicitly. These are the kinds of things Alpha Protocol was trying to address, which is why I think that game is so interesting (even if it is pretty dire as an action RPG).
I don't think the way Fallout 4 is handling it is a good compromise, though. From what I've seen we're not really gaining anything tangibly better in terms of pacing, tone, or writing quality here.