While that could be a drastic choice within the game universe, I think video game players have come to be conditioned that just beating up bad guys is the default way to solve problems unless the game firmly establishes that you should avoid confrontation. I also felt more like I was harvesting ending options from that one event, rather than any kind of role-playing experience. Like when you're done with your current playthrough in a game like Princess Maker or the classic Ateliers, so you re-load a save and sell your entire inventory, tweak some stats, and avoid the final flags to collect less prestigious endings for the sake of completion. At that point I've lost any sense of immersion :(
I will say that I think a hidden cruelty stat might be nice.
Znlor V'z zvfernqvat gur fgbel ohg vg qbrf srry yvxr gurer'f n fhogyr ner lbh zber lbhe sngure'f qnhtugre be qrfcvgr gur gehgu ner lbh lbhe "zbgure'f puvyq" qlanzvp tbvat ba. (Lrf vg'f zber biregyl ner lbh zber yblny gb lbhe Zlexxna hcoevatvat be Abina urevgntr).
V guvax gung univat n pehrygl fgng fb gung lbh pna shyyl nyvta jvgu lbhe sngure ng rvgure ovt erirny (Fb vs lbh qrgnva uvz nsgre gur bcren naq ner pbzcyrgryl pehry lbh shyyl rzoenpr orpbzvat uvf rzcerff. Be vs lbh jva naq orpbzr Rzcerff juvyfg orvat pbzcyrgryl pehry (jura lbhe sngure erirnyf uvzfrys nf gur znfgrezvaq gurer'f n fcrpvny rcvybthr vaibyivat ubj lbh rzoenpr uvf cynaf). Be gur bccbfvgr shyyl rzoenpr lbhe Abina urevgntr naq qrsrpg jbhyq oevat na nqqvgvbany sha ynlre.