The problem with FO4 is more that most of the quests just aren't any good (95% of all quests in FO4 are just variations on "go there, kill things, retrieve thingamajig") and that having high charisma, rather than being a testament of your character's quick wit and clever thinking was usually just "do a thing a normal person would do". The fact that instead of giving you interesting dialogue or story consequences it usually just saved you a quick firefight didn't help either.
All quests in any game can boil down to this if you don't care to look at the game. The radiant quests from the BoS, Minutemen, Railroad, and Institute aren't meant to take over the game itself. There are a ton of non-radiant quests in the game. Only thing the player has to do is find them. I agree, the speech system was weird, but I mean. The developers said they wanted to redo it for the next game, so it's not like they aren't listening :v
I wasn't even talking about the radiant quests, more about the other non-proc-gen'd quests.
The assertion that all quests in any game boil down to that is false, as there's a whole bunch of quests out there that are about investigations or entirely narrative in nature.
On further reflection, I have been wrong in my initial assertion. The problem with Fallout 4's quests isn't that they all boil down to "go there, kill people", it's that the game never really makes you care about the characters involved in them. Even when investigative and narrative quests eventually climax in shoot-outs (good examples, the search for Kellog and Travis' quest) you as a player aren't really made to give a crap about anything. You're there, the people have guns and are making shooting noises at you, you have to turn the quest in to get XP and caps. And when the game offers you non-violent conclusions, the payoff is usually terrible, making the usage of your charisma feel pointless and fails to provide the needed catharsis to really give you a sense of conclusion.
You can choose to shoot the leader and the goons threatening you or you can talk them out of it, with neither option providing a satisfying climax to the non-existent build-up. At least the firefights, repetitive though they may be offer some sort of catharsis while the conversation inevitably ends with "hey let's not kill eachother".
A good counter-example done within the same very game is Far Harbor. The quests in that (aside from the radiant ones) DLC are far better structured, with characters that, while not original or particularily deep or developed, at least have some personality (or rather character archetype) to them. Quests don't always end up in boring firefights with uninteresting badguys the game pulled out of nowhere, focusing rather on the player's interaction with the three disparate communities on the island, all of which are constructed of side characters that while not brilliant are at least memorable. Couple that with main questlines that pretty much always tie back into the three communities and you get to know the plights of the residents of the island in a way the Commonwealth never really does.
It's a much tighter narrative and that is reflected in the quests you do Except the radiant ones which are just pointless filler as per usual, even though they try to tie them in with the fog thing (which is BTW super annoying and really hamstrings my enjoyment of Far Harbour, especially on Survival).
edit:
Speaking of Mass Effect
Talking Someone Out Of Racism In The Span Of A Single Conversation
Can't say I remember this. ME3 or Andromeda?
I was mostly jokingly referring to Mass Effect since Bioware games have some of the most egregious examples of this sort of writing (talking people out of beliefs that are supposed to be a deeply entrenched part of their character in a single conversation) but if I remember correctly, there's an explicit example of it in Mass Effect 3 during one of the sidequests when trying to recruit some humans to add to your win-o-meter. I may be talking out of my arse or misremembering, so take it with a salt-licker's worth of salt.
I do understand why this sort of thing happens in RPGs when dealing with speech or the equivalent but it's often very clumsily written. Many RPGs from all sorts of developers have examples of it, but Bioware RPGs stick out for me because of the way they are structured (i.e. much more linear and narrative-heavy missions and quests).