I went back and re-read DArt's post. Yes, ofcourse the concept is more complex, this whole being an evil character.
Call me a simpleton but I like games where good/evil actions are obvious because I always like choosing the "good" option - yes, the one that makes me feel warm and fuzzy inside. This is why I wasn't interested in Tyranny from the beginning. I know some people love this whole debate over "grey" actions but I'm not one of them - I go through this in real life and it stresses me. Gaming is sort of an escape from reality for me, I always want to be the good hero saving the world
While I am enjoying TW3, sometimes even that makes me uncomfortable with its "greyness".
The good/evil choices of RPG is because most players like choose the good choice, you aren't a rarity. Greed and good choices are the two base pillars of RPG.
If there are exceptions, it's more from players taking distance with the game, and just doing it for the fun, not really for being evil.
But limit dilemma choices to greyness is limitative (greyness would be neither good nor evil, or both). It's not about a problem of good/evil it's because it's difficult to choose. Save A or save B isn't greyness, and it can be a dilemma with a right context. When a game achieves to reach society topics, or even science fiction topics, it can build high dilemma choices without any greyness.
A dilemma requires to have catch the interest of player, so need be prepared and developed, so a game can hardly include many.
If many players like argue on those dilemma choices it's because they involve thinking on a topic, and arguing on it, which is a fun way to make the play live longer and deeper. Seeing the number of posts you do I have some doubts that you really don't like argue.
One example of dilemma in Dragonfall is related to AI to kill to avoid it becomes a threat in future, or to let live. It's well prepared by the game, with a phase where the AI looks potentially rather dangerous, and another phase with explanations of the weird phase and evocation of good aspect it could bring, and that kills it is killing a unique sentient, moreover later the game perversely makes the AI much more human like, something that could also be pure AI manipulation. And here come the dilemma and the arguing, and there's no good/evil mixture but a dilemma.