Those sorts of disconnects can be easily solved by providing the player with tone / intent information rather than just exact words of dialogue.
Considering how pissy people get over the dialogue wheel doing the exact same thing, I extremely doubt it's as simple as all that.
Frankly, they included many options this time of what your character would respond like (sad, joking, aggressive, confused etc) if there was an 'emotional' response called for. And you get to see the character responding to the story not just watching the back of his head impassively while you read text and the NPCs do all the acting/reacting.
I hated silent protagonist. It was especially immersion breaking when something would happen and every other person in the room reacts to it while the warden just stood there, impassively. That creepy blank stare when the City Elf's bridesmaid is cut down while every other person in the room reacts to it was immediately immersion blowing.
I much prefer voiced. The 'wheel' isn't ambiguous. It's pretty much idiot proof. Not sure why people are having such issues with it. It's not hard. You get joking, mean, sad, confused or diplomatic options spelled out for you by icons. People just expect the response to be 'word for word' and it's a paraphrasing of what's presented. The dialogue itself doesn't change the tone. If they click an 'aggressive/angry' response then they will get an 'aggressive/angry' response, not a joking or diplomatic or sad response.
Neutral responses don't require any special icon, they just progress the dialogue.
The only time you get to see a silent protagonist's face is when he/she isn't saying anything. I liked having my Hawke and my Inquisitor responding in game to other NPCs. They felt lively and interactive with the story. I felt immersed in the story of my Hawke and the Inquisitor, unlike the warden, whom I never felt connected to at all and was just ...there. Alone among the entire world, he or she was a silent, impassive observer of events.