That said, your description of the illusion of choice in the story... sounds like every story-based videogame ever. I've been playing games since the 90s, and I can't really think of any such games off the top of my head where your choices will lead you down a completely different path.
Commonly the game will have different ending cutscenes depending on your choices, but the main story quest always takes you to the same locations.
Deus Ex was lauded for giving you choices, but you always took the same general path through the game. Maybe you saved that character and then you meet him again for a short conversation much later - but it didn't really matter.
Planescape Torment is often described as the best story-driven RPG ever written. While it had lots of optional sidequests and offered the option to roleplay your character in loads of different ways, in the end you always took the same path through the main storyline.
These are just two examples of higly rated, character- and story-driven games that happen to be among my favorite games of all time.
It's understandable, after all creating content costs money, and content that won't be seen except by a tiny minority of players seems like a sunk cost to the developers.