Stop being a rat in a Skinner box.
Your advice doesn't work for the things involved.
Sure it does! I played and enjoyed all three games.
Experience is one of the goals of the game.
Preposterous. It's certainly part of the reward and progression system, but it's not a goal
in itself unless you make it one. The goal is to solve your partner's murder, or avenge your mentor, or find your foster father. Did you get to the end of any of these games, then realize you might have missed xp somewhere and say to yourself, "Oh no, I lost the game?" Or would that be ridiculous?
I mean, if you find digging in every figurative trash can to be fun and fulfilling, knock yourself out, but don't pretend that someone who walks by them is "doing it wrong" or not pursuing the goals of the game. If the devs didn't intend saying "Goodbye" to be an option,
the option would not exist.
There's no way to know those little awards are going to add to squat to 20 EXPs later on.
So you have to min-max every single game you ever play, dig in every trash can, scour every basement for hours to kill every rat because "I might need that 35¢ from selling a rat pelt later"? That's a very depressing approach to what's supposed to be entertainment. Again, if that's your "thing", enjoy yourself I guess. Trust me, I play and complete plenty of games without living in constant terror that there's something, somewhere, I missed in my Important Quest to Level Up a Little More.
Further, one of the dialogues unlocks the good ending of the game.
Interesting! I didn't know that. Is this dialogue obscure and hidden, or is it reasonably likely that the player will find it on the main path? Honest question.
I'm the guy who wants to know every thug's backstory and HK is too much, even for me.
So, like everyone else, your interest in dialogue is finite. To me this is good news - it means we're approaching the point in RPGs where there is so much dialogue that no one will want to read 100% of it. Again,
that's great news. It only sounds bad until you realize that it will finally
free players to pursue what interests them and ignore what doesn't interest them
without feeling like they're "missing" something, because they'll begin to understand that they were never intended to read it all.
In a tabletop RPG, if I go to the tavern and my GM says, "There are 20 people in the bar," I don't say, "Sigh, OK, we go talk to person #1 until we've exhausted everything he could possibly talk about. Now we go to person #2 ..." No one wants that. But if I chose to, I could say, "OK, I go to the bar, sit next to person #16, order a drink and strike up a conversation," and my GM would be able to play out that dialogue in great detail. I don't feel like I "missed something" by not talking to every damn one of them; that would be idiotic. SRR approaches that level of freedom by providing a rich, populated environment with many characters you can talk to. But "you can"
doesn't mean "you have to" unless you are truly a slave to the "completionist" goblin inside you. And I don't think you want to be a slave.
-----
Please, really think about what you're advocating for here: rote, Pavlovian reactions to numerical rewards instead of reasoned, motivated responses to story and role-playing goals. "Killing the kitten gets me 2xp so of course I kill it." Hey, I get it! I used to kill the kitten too because, like you, I thought I was "supposed" to ... until one day I asked myself, "Why am I doing this?"
Next time you play an RPG, leave the kitten alone. Walk away from the xp. See how it makes you feel.
Seriously, try this for just one game. Refuse side quests that look like a waste of your character's time (and remember, he doesn't know what an "xp" is). Decline conversation options that you don't care about. Fire companions you dislike. Use a suboptimal weapon that suits your character better. Forget the scripted "good path" and "evil path" and just do what your character has a reason to do in each new situation. Smile at the kitten and walk on. Do all this
and finish the game anyway because it turns out you never had to do any of that stuff. You did what you
wanted to and said no to the rest! I promise it'll be like taking off blinders, a whole new horizon of fun in gaming.