I'm taking this example from the prologue, although this shows up consistently not only throughout the prologue, but the trial as well.
This example touches on a key consequence of not letting characters react. When they do things, they do them much later than they should, which creates unnecessary consequences in the story, making it hard for the player to really care. When I first saw that dialogue, here's the kind of dialogue I was
expecting to see:
I've deliberately cut this one short, since you get the idea. Because you don't let your characters react to seeing a bloody knife, the entire scene that follows doesn't seem reasonable, so the players will have a hard time buying everything after it.
Does that make sense?