I'm not even really talking about that.
To rewind to a more relevant example - in BG1/2 there's basically no reason to be evil. You get a crapton of downside (bounty hunters especially), unable to get some quests, good and neutral characters leave your party, you get worse rewards, and vendor items are way more expensive. If you are good, you get a lot of upside - and you even get some of the upside of being evil at times--you can still recruit evil characters and they are easier to juggle into your party than good characters in an evil party, not to mention neutral characters are much more willing to stick around with a rep 20 than a rep 1 character. it was so stark that you really wanted to play good regardless of anything else; you could still pick an evil alignment in the early game (if your subclass or mainchar abilities required it) and just play like a good character.
what i like are "interesting choices." i don't see myself in my characters - i talked about character concepts. if it's so patently one-sided to do one sort of alignment than another, then it's not an interesting choice--and it undermines a game's brag about letting you role play or make interesting narrative decisions. i think at best, good and evil are just different axes of possibly multiple types of outcomes, and you can make "interesting" decisions about them, and it's not obvious to min-max a way through that. in this respect I think Tyranny does better than PoE or Deadfire, since factional reputation and ally reputation unlocks different abilities, and they are generally balanced enough that there's no "correct" answer, just different styles, so you have interesting decisions to make that intertwine role-playing and min-maxing. but from a philosophical perspective and the way most "normal" people want to play, I think JESawyer's stance of "goodness is its own reward" is an interesting one, more interesting than the typical "good is almost always the strictly best outcome" that game designers seem so eager to reinforce.