I think Tlaero summed up - really well - the pros and cons of adding or not more interactivity to our games, or any game.
You have to understand that any single more choice for the player we put into the game means more time writting the path branching, the consequent dialogues, the code to make it work, and time posing and rendering more story material.
And it resumes to that only: time.
Do we have infinite time? No. We have devoted (and potential new) players who want to enjoy our game. Some are willing to wait more, other aren't. I am a player of some games too. I like Pusooy's, I like Erogenesis' comics. And I struggle with impatience when they are making the product.
Would it be better if they spent more time on it to make it better or longer? Perhaps, but I'd have only one game or comic one a year instead of 2 or more per year.
And that's about it. The creators designing the game think and decide what timeline they want to have. For instance, Tlaero and I think we should try to make 2 games a year. Plus, I have my own project. So, from me, my goal would be about 3, maybe 4 releases a year.
Adding more content to any one of those projects will jeopardize the others. Time is physics too after all.
Since we aren't pros, we can't dedicate all of our time to it. Both Tlaero and I have a job (although I'm trying to quit mine to dedicate myself fully to this), meaning we can only dedicate spare time to the games.
Some people will say they want a perfect game each 3 years, but other will say they want a not-so-perfect game but every 8 months. So, in the end, it's up to us to define the timeline we want to invest ourselves to.
And I insist again on another point.
Interactivity is antagonist to a fully defined script. If I want to tell THIS story, and no other story, I have a very narrow path written for my character. I just can't have X paths defined because having that I wouldn't being telling THIS story but THIS, THAT, THAT OTHER ONE, and THIS OTHER. Multiple storys (sorry for the big letters, no anger here)
And the more different stories you tell the more you loose focus.
It's all about finding the right balance between having a good script, good dialogues, good characters, good graphics, good playability opposed to good time expectancy for release (like in a scale).
If you want to wait less for the game you'll have to sacrifice something from the other side. If you want to improve graphics for instance you'll have to sacrifice time, making the game take more time to be released. (and money too since graphics and money are also connected...).
And yeah, money is part of the equation too. This games cost money to the creators. Even if we only take into account that time is, indeed, money.