I think for Indie game developers and smaller companies it's very hard to make a non-linear story-heavy RPG/Roguelike, because there are too many possible dialogue combinations.
I once tried to make an RPG where the path splits and all the dialogue also depend on the characters that are in your party and I eventually gave up because I had to write like 10+ different dialogue scenes for each event/NPC depending on all the variables. It was just too tedious.
Roguelikes with completely linear stories exist, though. I somehow prefer dungeon crawlers then though, because restarting the same linear story each time I die is very tedious. Then I'd rather have no dialogues at all.