You’ve been given plenty, you just dismis them and every single time come back with the “just play the game my way” because you seem to think fun is an objective thing.
Let’s take some of the choices in the Witcher 3
When I had to choose between taking the rose from Iris von Everec and putting her to rest or letting her keep it to make her exists in her tormented form for eternity, that was a choice that made me feel something and reflect upon my own decision. It affected the story and had an emotional impact.
I was given options in how to treat and raise Ciri that had an incredibly strong impact on the eventual outcome of the entire storyline of the game, and all made sense.
I had to choose whether to believe the spirit trapped in the tree and free it, or kill it, and this decision had impact on the aftermath of this quest that I could see for myself once the quest was done.
Three examples out of a massive amount of choices that have actual impact on the story and the characters present, all in one game.
Now let’s compare it to covenants
I finished leveling and for some unknown reason I now have to choose one of four groups, each of which I just helped save, for some reason they will change my gameplay in a way that, for the most part, has nothing to do with the group and there’s a good chance that I won’t like the combination of group + abilility, nothing except the zone where I will have my “home” will change and I will have some random bonuses in two dungeons.
See the difference? A lot of choices that each impact the world, change the narative and the outcome of the quests that these choices are a part of, each in their own way on one hand, and a forced, bulky, “all-in-one” choice that makes no sense, has no impact on the story, characters or outcomes, but gives you some shiny mog that everyone else in that group will be wearing, something to ride around that everyone else in that groop will be riding, and a stupid amount of unpredictable player power, all in one huge package, on the other hand. One forces the player to potentially compromise between gameplay and character identity and develompment, while the other does not.
Almost as if CDPR can do RPG and story choices without forcing just any choice down my throat, just for the sake of one very limited choice being in the game, without affecting the gameplay in a significant, potentially negative way. Choices are good if they make sense, and the same goes for the consequences of that choice.