reactivity which is really all that matters in an RPG
If that's all that you truly think matters in RPG design then you'd probably be happier playing adventure games instead.
I prefer when RPGs have good gameplay instead. Reactivity can be a nice bonus, but when devs forget about making each mechanical system play well with each other (combat, exploration, itemization, power curve, encounter design, area design, etc); when devs forget about the core mechanical foundations, then the RPG is a failure, and no amount of "c&c" can save it.
As always, the
best reactivity is the one that comes from the core mechanical systems themselves and largely has absolutely nothing to do with dialog trees or branching story state choices.