I wasn’t talking about dialogue but decisions during quests that you can make.
Same, actually. I am not familiar with the quest you brought up, but there's one that sounds similar, involving the Juno space probe that has somehow traveled lightyears (wtf) and during its voyage became sentient. You need to end a standoff, and can choose to free it, lobotomize it, or destroy it.
I made my choice, and was puzzled that the opposite happened anyway. I googled the quest, and shockingly, it doesn't fucking matter what you choose. What's going to happen is what the "writers" had in mind.
If they can't even entertain the notion of player agency on the scale of a dead-end random encounter "quest", imagine the weight of your decisions in any other scenario.
What keeps the illusion afloat somewhat are lame "persuade, kill, bribe" choices when dealing with NPCs in yet more dead-end quests who need to be stopped from doing a thing, or need to be made to return a thing, etc. You have a choice, but in the end the predetermined outcime happens, and the NPC - or its body - is swept under the rug, never to be heard from again.