It's this sort of crap that gave us the autopilot dialogue in ME3.
I quite like them. 
It gives you the feeling of actually unhacking/unlocking something.
Much better than hold button and watch the game play itself.
It still boggles the mind. Even the most pointless of side quests in DA:O had dynamic camera changes.
Oh BioWare.
The worst thing is, they're proud of this. They think they're making it more immersive by using the "gameplay" more or "emergent gameplay" or whatever. They made a point about it in DA:I saying that the most important thing was to be able to leave mid conversation in the non-cine dialogues. Patrick Weekes, the new DA lead writer did an interview where he talked about how DA:I found ways to incorporate the narrative aspects "more organically" (i'm paraphrasing) when in my experience, and yours and many others' as well, it's the opposite of that. It feels more rigid and duller than ever.
Also they could've least made the non-cine dialogue in DA:I work right, mechanically. The camera fixation doesn't even align in the wright position. If you turn the camera there are some angles you can get that feel off, like the camera's fixation point should've been lower or more to the back. Same happened when closing fade-rifts, where turning the camera would put your character out of the camera's viewpoint completely. It sounds like nitpicking but it's little things like that that just makes it feel like important design-related things were nonchalantly finished on a whim... like Bioware just creates these things by fiddling and not knowing exactly what they're doing. For a AAA game both ME3 and DA:I had something about how they worked mechanically, in multiple areas, that seems cheap to me. Cheaper than ME2 and past games even. The running animations in ME3 that looks like Shepard is in a really jolly mood and have no weight. The way character objects have masks the size of cars in DA:I so combat feels like a clunky mess and everybody gets in each others' way?
I'm starting to ramble though, but c'mon. The last 2-3 Bioware titles have had really central mechanics-related elements that just feel cheap, as in poorly done, and dialogue being increasingly uncinematic and more rigid than ever is just part of that.