>>54059071...except it's extremely common in Jrpgs for main character to be rather quiet and neutral in their reactions. The idea is that (You) insert your reaction to events in game because player's character is literally you in game. Giving them their own personality and dialogues defeats this purpose. Obviously there's also option to do things like in most FFs where all characters have their own, fully realized personalities, stories and characteristics but then it's not really a "Player's character" and more "Playable character" - you control these characters, but they are not stand in for you.
There's also crpg way of doing things, with fully implemented dialogue system but it's not really a jrpg thing and most of implementation of it are half-assed anyway.
Either way, none of these ways are objectively superior or inferior and really depends on style of game and personal preferences. Personally I would be pissed off if stand in for me (as all player characters in Pokemon are) would speak and do things that I don't really agree with. Leaving blank spots for player to fill in is better option in that situation.