No, the type of world changing I was proposing would most certainly be seen by most people. Any significant world changing event would be directly related to a main story mission that people must complete to finish the game. You could do side missions and avoid main missions, but in the end everyone is going to have to do those main missions. Before going into such a mission with a permanent world change, it might prompt you to save: "Significant changes may occur after completing this mission; do you want to save prior to entering?"
Mix it up with some dynamic world events, ala Dragon surprise attacks in Skyrim, and you'd have a world that feels constantly fluid, where your actions really matter and where major turns in battle scar the world. It'd be a big improvement in the open western RPG genre, in my view. I imagine it would cost something, but I'd take a dozen less loosely designed sidequest/fetchquesting if it meant one extra story event where a fundamental change would occur
The problem with that type of quest structure with reckoning is the amount of lore and history they already have in place for the IP, they have 10,000 years of world lore in place so have senarios where players can radically change the world would be difficult to do and fit into the history they already have mapped out. The only way to reflect those choices in possible novels would be to reach way back to the 80's and make some which way/ choose your own adventure books. Plus if those changes differed from player to player people would expect to see those changes in possible reckoning sequels. Its the downfall of having so much lore for an ip like this, it adds a lot of depth to the games world, but little flexibility. Bioware for instance has shown they did not have a clear direction for DA and at this point are just throwing shit at the wall to see what sticks Hence the end of DA2.
I don't know how they could have world changing event scenarios with the amount of planning in place for the ip, especially if the changing was designed around player choice.