For me, choices need to matter in some way. I prefer having stories with choices (I am an IF writer), but if they’re pointless choices that don’t change the narrative or they only lead to one outcome, I don’t want them.
Points systems really depend on the game design itself. If the points change something down the line, then it’s good to have them; otherwise, they’re pointless (pun intended). In my story, points (used as altruism scores) literally determine if characters survive the night, and every choice affects a character’s score.
So, in short, use points to make your choices matter, and use those meaningful choices to create branches later down the line.