Yeah, that's basically half of how I feel, it's no good to be constrained by what "must" be done when it really isn't that essential. The other half is that if it's simply not practical, IE takes too much time/money that could be spent on more quests, better branching dialogue, or whatever then I'd rather have that, especially when it's not something that's aiming explicitly for amazing presentation. Not to mention there's no guarantee that putting it through the filter of voice actors will necessarily improve writing, and it may even be restrictive in indirect fashions like they get a bigger budget... then have to play it safer with their game idea than if they didn't worry about that.
And personally I really do feel full VA being seen as a necessity is a travesty in games like RPGs. I'm talking about when every incidental character you can talk to is fully voiced like in Mass Effect, I think the approach in many newer JRPGs and even MMOs like Guild Wars 2 of focusing only on the event scenes and other important areas is best, that's when that argument about emotion and being more effective comes through, not when a random towns person gives me a hint about what I can find in the next dungeon or whatever. Then there's when games like DA:O eviscerate character customization, or KotOR gets ridiculously expensive when it'd probably have been fine aiming a bit lower.