Isn't that what "Disco Clone" means?
Not really. That's a very shallow reasoning, but I am not surprised to see it from people who simply don't get what made Disco "click". If you want to recreate the success of Disco Elysium merely by aping its UI and the writing walls of boring text (because "Disco Elysium has the walls of text!!!111101") then be prepared for a disappointment.
Look at cRPGs at large. You ought to notice that what people try to criticize Disco for (the dialogues/text, the C&C, dice rolls, etc.) are pretty much a staple of the genre. Only Disco does it in way better style and with more creativity so it is interesting to read through, while utilizing the keystone tabletop RPG rules (dice rolls, the actual character's perception, etc.) in the process. This is why it does feel like a proper RPG, even though it has no combat.
Combat - the much-vaunted and missing element, according to Disco's detractors - is not as defining aspect of an RPG as some would make you believe. It is simply another tool for players to use. It can be fun and good addition to the system when handled well, but it does not an RPG make (otherwise we'd have to broaden the definition of an RPG by a whole lot). And because Disco has a lot of choices to pick from (even though they are ultimately cosmetic, due to narrative aspect of the game, which is - by the way - a criticism that can be applied to Codex darlings such as Planescape: Torment, for example) the "loss" of combat is not felt by 94% of people.
Oh, and about the claim that people who read a lot of text do so, because they can't be bothered to pick a "proper" book - that's bullshit. If you can't be bothered to read, then you can't be bothered to read. It doesn't matter whether we're talking about book or a video game with a lot of text in it. The reason people like reading in Disco is because its text is interesting to read (and a lot of thought went into making it so). As would be the case with ANY well-written book. In addition, unlike books, Disco offers choices/interactivity that give players the illusion of agency. Something any true RPG should be striving for. Or at least a narrative RPG.
If Esoteric Ebb can do that, then it should be received pretty well.