It's difficult for me to see the appeal of a "C&C-heavy" game with mediocre writing. Narrative choice and consequence is something that takes a lot of time, effort and usually money to accomplish, so when it's actually done, it tends to take a large chunk of the game. So if the writing isn't even good, the result would be that the player spends a lot of time dealing with bland, uninspiring characters, boring quests and tediously wordy lore infodump NPCs - essentially, the game puts emphasis on what is one of its weaker aspects. Choice and consequence is, on the whole, only meaningful if the player actually cares what happens in the story.
On the other hand, there are plenty of good games with linear stories. Railroading does sound bad, but it's worth noting that a game with a fundamentally linear story can still have an excellent game with significant gameplay freedom attached to it, in the form of decent dungeon exploration or a deep, open-ended combat system or whatever. This is particularly so since a linear story can benefit from good pacing and snappy writing, to the effect that the story, while still well written, doesn't need to take up all that much time in the game and the gameplay will remain the main focus, as is the case with many Yasumi Matsuno games.
Ultimately, while I can admire games that attempt to have heavy C&C, it's rarely realised well enough that the C&C could stand on its own. So in practice, I tend to prefer games that have a little bit of well-designed C&C, essentially as a side dish to a largely predetermined narrative, along the lines of Wing Commander, Banner Saga or Tactics Ogre. Honestly I'd count Fallout 1 into this category as well. The choices you do get are just enough to spice things up, and more to the point, even when it occasionally breaks down, it's not that big of a deal since it's not the main point of the game.