Good grief. It's like we're speaking a different language.
All right. All right. You know what, forget everything. Just imagine this:
You're playing the game, and you come upon an apartment building which is being raided by a violent mercenary group. You can hear people inside screaming. You're given three options:
1. Keep walking. You have sh*t to do and this is none of your affair.
2. Dive inside, fight the mercs, and save as many as you can.
3. Call the authorities and let them handle it. Some people may die waiting for them to get there, but you're on an urgent mission that is more important and you can't risk valuable time (or your life) on a smaller, unrelated matter.
None of these choices give you P/R points after you select them. Instead:
If you choose 1 and keep walking, most of the people inside the building die. Almost all of your squadmates will be disgusted that you won't even at least report the crime in progress. Some will even try to report it themselves if you don't. Later, the son of one of the women who was killed in the apartment will attack you in the street, mad with grief. He curses you, a known war hero, for refusing to lift a finger to help his mother and the others in the building, and reviles you as a selfish, uncaring bastard. You can intimidate him into running away, vowing revenge at a later date, or the confrontation can end with you killing him as he attacks you.
If you choose 2 and dive inside, most of the people within the building are saved. Your squadmates will generally approve of this pro-rescue attitude, though a few will question your sense of priorities. The news calls you a hero for it, as does the local community. Later, you run into a young woman who was in the building during the attack. She approaches you and expresses her gratitude, saying if not for you she'd be being cremated right now, but instead she's at university studying to be a surgeon. Choosing this option has a slight impact on the greater mission you were on: you make it in time to achieve the same results, but only barely. It feels like a much closer shave, and some of your squadmates give you "you really pushed it that time, don't think you'll always be that lucky" looks.
If you choose 3 and call the authorities, only half of the people you rescue in option 2 are saved. You don't get heroic mention on the news. You run into both the young woman and the traumatized son whose mother is dead. The young woman will not approach you this time because she doesn't recognize you, but if you talk to her and explain you're the one who called the police she'll express gratitude and tell you about med school. When the son of the dead mother attacks you, you get unique dialogue options that let you explain to him that you wanted to stop and help, but you were on an urgent mission where many more lives were at stake, and you did the best you could. There is an intense and emotional argument, after which the scene plays out in a much more heartbreaking way than it does in option 1. Mad with grief, the son cannot come to forgive you, but sees that you are not the uncaring bastard he wanted to kill you for being. He runs away, beside himself with anguish and rage that has no outlet, and you watch him go, helpless to comfort him.
Now:
Has the absence of a +10 Renegade really made leaving those people to die any less heartless?
Has the absence of a +10 Paragon really made saving them any less heroic?
Is it really so bad that none of these decisions make your face look uglier or prettier?
Has the inclusion of that third option, which wouldn't even exist in a game with a P/R system because it doesn't fit either category, really broken the game's sense of right and wrong?
Is it really so horrible that in this scenario, the game only pronounces "judgment" on your decision through the consequences it causes, and not through color-coded points?