I know why its happening, but that doesn't make it any less annoying when a Pokemon game gives you two dialogue options which have absolutely no influence on anything. It happened like 5 times in the very short Crown Tundra storyline.This is pretty standard with JRPGs. They tend to have elaborate stories involving plot points falling into place with other things, and Japanese RPG players are very used to linear narratives. In other words, Japanese players play RPGs to be told a story, not to make or influence one. The Shin Megami Tensei games are the closest there is, with a morality system, but it's trinary, it's usually pretty clear which is which, and there is only a single branching point somewhere in the late game that determines your ending.
Besides, some of the best decision systems can come from Japanese games. Like the Zero Escape series. And more recent RPGs like Octopath and Fire Emblem Three Houses at least let you make choices about where your allegiances lie. Even Zelda starting putting in dialogue trees that express your personality in Skyward Sword. Pokemon is very much behind the times in this regard.
Pokemon always says things like 'your own journey is about to unfold'. But its not your experience in any way besides you choosing what mons you want to use. Its the exact same experience everyone else gets. Scrolling through the exposition, waiting for some other character to make your decisions for you.
Also, Pokemon is definitely the most railroadey franchise I've ever played. You have to do every significant task in the exact same order.