Options beg decisions. Many options lead to slower decisions. I recall reading Arneson claiming that he designed the dungeon simply because the players kept arguing about what direction to go, and wandering off the fucking map. How to ensure they had only a few choices of direction and had to stay on the map? Put HUGE CHUNKS OF STONE IN THE WAY.
That way you can get on with the important stuff, like killing.
I'm happy for players to parley, it's just that they're so fucking bad at it. Just last night they were interrogating a captured bandit.
"What will be my fate?"
"You will be taken to town, where the thane will try you, and you'll be hanged. Now tell us where the second entrance to the hideout is."
"Why should I tell you? Will you free me with gold in my pocket so I don't have to return to the fury of my lord?"
"No, that would be wrong."
"Will you torture me?"
"No, that would be wrong."
"So my choices are to give you information and die, or not give you information and die?"
"..."
People don't play D&D because they're skilled diplomats.