I always thought of it as a vocal minority who always hated how choice in games was being eroded and how we should all go back to text boxes.
Though having never played planescape or being able to get myself into Deus Ex or Fallout 1 or 2, I don't really have the reference points.
The way I see it (and maybe I'm in the minority) but if I'm playing a game that's anything from 5-100 hours, I feel that giving me a choice on what to do just means I'm missing stuff. As fun as a "choose your own adventure" book is, they're never as good as a normal book, and even if it was a choose your own adventure book written by Johnathon Stroud, I'd still resent having to re-read the first 50 pages just to get a different page on page 51.
And designers/producers feel the same way, they know most people will only play the game once, if that (look at the % marks on steam achievements, a lot of people don't even play the games they buy), And if you've spent major amounts on designing an area, or writing a story branch, you'll want the player to see it. It's uneconomical to cater to the very few who enjoy playing the same game over and over again.
For me - A game has to be tremendous for me to get to the end and be willing to immediately sit through the first section again. To my knowledge - the only time I have done this is with Zeno Clash (And the only decision to be made there was to not use any weapons, though that had a lot to do with the incredible combat in that game).
But mostly, I want to be engrossed in the world. Voice acting, even if I skip it, does engross me, whereas having to read ten pages of dialog does not. If I wanted a book, I could very easily pick one off my shelf which is far superior to any videogame plot.