Generally, subverting the assumed framework/linguistic disparity between the actions of player actors and the actions of non-player actors is sort of a monkey-brain way to cause people to lock-in. There’s an unassumed air of “we are active so we know how to disengage but they are responsive so they will engage until we stop engaging.” When you flip that, you get the “wait… no?” neuron fire and that immediately sends people into heightened awareness, as when one thing is wrong, what else is wrong?
One example (non-TTRPG) of this that tends to catch people in the same way is in Undertale when the assumedly-disconnected interface of “saving and loading the game” does not truly grant you the choice-consequence decoupling that is an inferred assumption of it.
We’re just kind of built that way take Pokémon, where you’re granted a pharmaceutical smorgasbord—up-to-and-including bringing a Pokémon back from unconsciousness at full capabilities—but the second your opponent uses a potion it’s like the NPC has personally offended you.