This is a very excellent way describing the MC. One of the things I love about it is how sublet the deliberate choices with the MC are.
In terms of the rollback feature, I would compare it to the time rewind mechanic of the first Life is Strange game except that it's more non-diegetic feature of the engine being utilized well by the team rather than a diegetic in game mechanic. You can use the rollback to see immediate outcomes for choices, but you cannot use it to change those choices much further into the narrative unless you reload saves with hours separating that choice and later outcome. And even with the skip feature (which LiS also has something similar) you still have to navigate other choices in between. It's a feature the devs expect most players to do but does not detract from the game or story and it makes for a fun experience exploring the mystery of the game.
Viewing post in Questions & Answers Session (Build 0.6.0)
It's part of the gameplay in the first LiS. You can rewind time at the beginning of each map and go through different dialogue options for each character or new ones open up if you learned something from previous conversations from a now changed timeline. It also let's you skip through previously viewed dialogue during the conversation. The only time the game takes this away from you is a very tense and emotionally charged section where Max's powers for reasons never explained in the narrative just don't work (meta reason: for drama and Max's dialogue choices really matter with no "chance" to change the outcome which is very heavy). If you're interested in Life is Strange, I recommend giving it a shot. The first episode is free on Steam, and I think on other platforms.