The main problem is that developers try to implement C&C via dialogue trees and dialogue trees are tied with levels for the title of single most overused and abused RPG mechanics.
First, most of the dialogue choices should be inconsequential, precisely because they can't on their own convey anything of consequence.
Dialogue choice only matters if the information conveyed through dialogue matters.
"I will save your dog" is not such information.
"[truth] The treasure is located...", "The person who stole from you is..." or "I will fucking kill you" might be.
Yeah, so it might make a lot of dialogue Biowarean or semi-Biowarean, but it doesn't fucking matter - might as well cut some spurious dialogue options - for example letting ask about dog's wherabouts, without declaring that you'll rescue it.
Most of the time what matters is the actions, not words.
Second, dialogue trees should only ever be used if:
- the specific interaction cannot be repeated with this character
- it's not possible to backtrack to the trunk and choose another branch
Anything else is tedious to play, error-prone to make and results in shitty, confused dialogue.
You don't need nor want to navigate a tree to just ask about shit. Topic system is what works the best for it. You can disguise it if you want to, but any proper dialogue tree should be just once per game interaction.