Voiced characters and cinematics don't distance me from the game, they immerse me in it. Having my avatar be silent while everyone else can talk is an artificial divide that takes me out of the game. And hearing a line and reading it instead of just reading it doesn't remove control, it gives you additional information. Without the spoken component, you can only guess how a line is meant to be delivered. Meanwhile the other characters are assumed to hear it and will react to it as if it was delivered in a particular way.
And this is where we diverge.
We don't need to guess how the line is delivered. We
decide how the line is delivered. The player is the only person who can know the mind of the protagonist. The writers can't, because there's no way for the game to provide that much information to the player in order to allow the player to make in-character decisions. As such, those details about the character's mind need to come from the player. Every time.
And the NPC reactions don't matter, because people aren't predictable in that way. We can never know why other people do what they do.
A tight story doesn't impede roleplaying if you're clear about the role you're playing. You can't expect the game to work with all possible ideas someone might have about their character. You got to meat it half way. I mean, it's not like I'm going to be upset because I wanted to play the Inquisitor as just waiting for the right moment to betray everyone to Corpyheus but the game never supported me in that.
That only works, though, if the game is up front about those restrictions (DA2 and the ME games fail horribly on this point - DAI does pretty well). And within those restrictions, there still needs to be space to roleplay. The player still needs to be making decisions on behalf of his character, and not have those decisions made for him.
That's why the paraphrase is so dangerous, as it deprives the player of vital information.