Yes it is, and we should encourage them to change that style.
Bioware IMO has the skeleton structure for a great non-combat rule-set. They've come up with an interesting delineation between classes (magic to alter the environment, force to break down obstacles, and lockpicking). I would expand lockpicking to mechanics (not just traps, but actually repairing damaged mechanisms that open up new areas) and expanding what one can use force/magic/mechanics for both in and outside of dialogue as quest solutions.
Non-combat skills are the best way for Bioware to address complaints about quests w/o investing proportionately greater resources.
Let's take a simple fetch quest. Local sheriff tells you some victims have been kidnapped. They're being held in a hut. The hut is guarded. In DA:I you're just rushing forward, killing everything, then fetching 2/5 prisoners.
In a game with multiple non-combat skills, we can have stealth and non-stealth options to get at those people. For example, a warrior could shatter the back wall to the house, and a rogue could sneak in to free the prisoners. Or you could rush in and fight. Altering the guards could trigger a timer where they rush in to try and kill the prisoners, but you could prevent that from happening.
All of these can rely on pre-set mechanics that can be recycled to other quests but that create variety that comes primarily from level design, not dialogue.





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