The issue isn't the choice in itself, but that choices in Bethesda's games have no consequences. That is how they design their whole games, from the ground up, the philosophy being that the player should always be able to do absolutely everything. The only way for that to work, is if you severely limit the consequences of the player's choices. Without realistic and interesting reactivity a game becomes not only dull, but the very antithesis of a role-playing game.
Just look at Skyrim. For the Bethesda philosophy of letting you simultaneously become arch mage, head of the Fighter's Guild (a.k.a. The Companions) and Thief's Guild to work, they also must let you master the three very different skill sets of mage, fighter and thief. So you don't have to chose between them. When all character builds can excel in more or less everything, what you get is only one build in the end. The only thing that differs is in what order you master the different skills. And this goes for basically the entire game: giving you all the choices in actuality means you aren't given any real choices at all, because real choices have real consequences. In Bethesda's games you can shoot your dad in the face and he won't even scold you. When you blow up Megaton, he at least expresses some disappointment in you, but don't worry, tossing water at a few dudes here and there and you can still become Savior of the Wastelands in spite of just having murdered half of the people living there.