I agree that dice rolling for choice is antithetical to the genre. I guess that is what game jams are for, trying zanny ideas that you would never attempt in a proper long development cycle game. I think the one benefit is that it forces variance. No one will attempt to do dangerous things, so marking events that are dangerous with skulls would mean players would skirt it and take the easy path. Thus you'd have to hide danger behind context clues, and you'd wind up like shadow gate. Clicking death choices unknowingly. I think the best solution and what I would do in the future is a saving throw system all disco elysium.