Okay, well, let me explain to you what Options are(and what we are complaining about):
First, I will go over the quests you listed:
Kill X, Kill Y, Kill nobody: Option that decides outcome: Charisma.
Kid quest is different(because obviously) So you can Sell X, Reunite X. Not sure if Charisma plays a role or not, I haven't done it(but it probably does to get more caps).
MQ: Kill X, Kill Y, Kill Z; Kill X; Kill X and Kill Y.
Every options in say not killing anyone, like in Drumlin Diner, Big Dig, is a Charisma check and Charisma check only.
The options we are talking about are...options, and in this case, not just deciding who to kill, but HOW we solve said quest, yep...not just using Charisma, and having options that result in not just who we kill. So, Charisma has become not just the deciding factor, but the OP Special Stat and limits RPing, as with a low Charisma score, you will fail the vast majority of Charisma checks, and you have no other option. Can you intimidate with Strength? Can you outsmart with Intelligence? Can you confuse by being dumb? Can you just 'Get Lucky'? We can no longer use skills to decide on outcomes(science, medic, stealth, pickpocket, lockpicking, etc), but the kicker is WE CAN'T USE PERKS to decide outcomes Either, UNLESS it is the CHARISMA PERK Lady Killer/Black Widow.........
THAT is what Choices are. Branching and alternative, and sometimes UNIQUE ways to complete a quest, which in a way simulates a tabletop RPG where the players come up with a solution the GM hadn't thought of, in this case, BGS is supposed to come up with as many solutions as possible without getting bogged down from a design stand point, to represent this. In doing so it increases the believe ability in the game world, simulates real life scenarios(real life for the FO World), and assists with players who are toying with different builds and ways to complete quests.
I will give an example what I mean about Choices, using a FO 4 quest, the V 81 cure quest:
Spoiler Need a cure for the boy. It is MAYBE in the secret part of V 81(don't know for sure). The junkie knows of this secret part of the Vault. Here are examples of choice to complete said quest:
1. Bribe, intimidate, convince the Junkie he is responsible and should go get the cure himself. He succeeds, brings back Curie and the cure, but is also infected.
2. With a high Int and a rank 2 in Medic, you can create a cure to save kid yourself, you just need to get a certain amount of materials to make said cure. OR, instead of medic perk, with Chemist Perk you can do this as well.
3. You go get the cure(the option in game). But, lets add more options. You also get infected, only 1 cure, but with High Int and Medic perks, OR Chemist Perk,(and more in case of another outbreak) you can replicate the Cure and make one for yourself. Or not and keep the options available in game, which is to keep the 1 cure for yourself or not.
4. You track down a doctor in the wasteland, maybe the one at Diamond City, and with the proper materials he can make the cure(doing this in place of going into the secret Vault or doing it to cure yourself).
5. If you are dumb, the Vault gives you a bunch of armor and weapons to assist you in recovering the cure. Example: "Me get Cure. Dur." "I think you may need some assistance my dim witted friend"
Inside V 81 there could have been options as well, like: Infecting the entire V 81 with the virus(an evil option, a few days later you could return to the Vault and find everyone dead, or it could be tied in with a merc crew who wants you to kill everyone in V81 so they can take it over). Using certain skills to eliminate the rats, like Computer hacking to release a toxin or a flammable gas purge to kill or burn the rats(this is the option for a non combat oriented player).
There, just off the top of my head I created more options, which would have assisted different character builds and perks, all with same goal of completing the quest.
Instead the quest is: Yes, No and Give, don't give, doesn't utilize any perks and I don't even think there is a Charisma check.
Anyway, THAT is choices, which assists various character builds, utilizes various Perks or Special stats, and can lead to different outcomes, in a fairly cut and dry quest(especially interesting what they could then do with the evil option).
Hopefully this has cleared it up what we mean by Choices in our RPG games, and why we are upset with FO 4 and the lack of them.