rofl, this a thousand times this. A game needs to have a romance plot where the character is stalkerish up to eleven. The potential hillarity.
But yea, BioWare has a habit of being hamfisted with the 'romance confirmation' dialogues. Problem is, esp in the ME series, they took a turn for quantity over quality. Their concept of having to give the player a 'heads-up' before they get into something they can't undo is also a sad symptom of modern gaming in general though.
Games with pick-your-love-interest romances typically use some kind of points system to determine the characters romance state. Usually a set of key points you have to get correct and number of general do-things-they-like points. Problem is the key decisions are usually few and made obvious, exposing the meta-game. Secondly there is usually only two states for the character, romanced or not. Which is another major contributor to awkwardness.
To make the romance more natural there would have to be more key decisions where only a percentage of them must be correct.The majority of these decisions must hide their importance. This is in addition to general do-things-they-like points. Further, at least three states would have to exist. And I mean actual character states (indifferent->like->love), not just an adjective that gives you clues to your progress on how many romance points you have.
Having enough content to have numerous key decisions and general for-points decisions would inherently require a large game. Layering differing dialogues for at least three character states for multiple love interests is an exponential increase in writing. Thats without even considering having realistic party banter regarding your advancing romance during various stages of the game. A linear story would prune a lot of writing because you'd know at what points players could have what characters in what states. A dynamic game that lets you complete plot quests in various orders is a ridiculous can of worms thats near mind-boggling. Thats completely ignoring the possiblity of having a character's romance state degrading.
When you really think about the dev costs it becomes kinda obvious why games with pick-your-love-interest romances tend to have shallow or bad romances. Equally obvious why Obsidian is just not bothering with PoE.