I scoff at the idea that these things "break immersion", given that elsewhere in the game, you can press a button and see the sum total of your character's skillset represented by a bar graph. It's a dumb argument.
The advantages of this system are apparent - they make the complex relationship metrics accessible to a wider audience. Without prompts you run into the likely possibility that the average gamer will invariably experience a consequence that he couldn't anticipate and does not welcome, because the designers assumed an obviousness that really wasn't there. That would be a failure of game design, even if it would delight us fickle old-timers.
If relationships in a game are based on a numbers game, I couldn't really care less if that game is made visible to the player. It's all the same. Flying blind isn't really what you're supposed to be doing anyway - you're supposed to be able to know how acting in a certain way affects how people perceive you, and if you didn't do missions to compile a dossier, a mechanism should be in place to allow players to intuit that hidden information. Anything less would be punishing the player for not metagaming in another sense. Hence the counter. The counter could also be used to document dynamics and elements of conversation, since dialogue is not repeated.