Mass Effect style dialogue system is best dialogue system.
Come at me.
I shall elaborate in the meantime.
With the old list-O-questions style you never know which options will progress the conversation to a new screen or which ones will just return you to the current list after being resolved or which options are mutually exclusive. So it turns into an annoying mini-game in which I try and guess which is which so I'm not missing dialogue. (Kinda like when level designers give you side paths, then lock the door behind you when you choose the path that progresses the game, causing you to miss whatever was down the optional path.)
Mass Effect's system shows me at a glance where each option will lead. Those three on the right are mutually exclusive and progress the conversation, those two on the left are optional and will return me to the current choices once finished, those coloured ones are stat-based persuasion options and so on.
Yeah, Mass Effect had the problem where sometimes what your character said wasn't what you thought it would be, but that's a matter of execution, not a poor system. They just need to make sure the choices accurately reflect the actual dialogue (DE:HR did a good job of this, if nothing else).
That system doesn't automatically mean fewer options either. A developer could just make the wheel bigger. Hell, it doesn't even need to be a wheel. A grid or something would work too.
Oh, and voiced protagonists all the way. I'm fucking done with playing as a walking fence post with no presence in the world beyond being able to stab things. If you're making a gameplay-focused game with no story, or a token story, like the new Doom for example, then fine, silent protagonist it up because nobody gives a shit. But if your game has a story then give me a protagonist who can actually express themselves.