If you ask me the"puristic" storytelling was a deliberate decision by Arkane, just like a mute player character.
Cutscenes in Dishonored provide only a glimpse of the story and the characters motivations and intentions, but there is a lot of backround poured into audiographs, notes, books and letters that reveal a great deal about some persons.
I personally LOVED the storytelling, because - as I mentioned in a different post - it gives me the feeling I'm NOT the main character in this story, not everything evolves around me, I'm actually only a piece on the chess board, maybe a bishop, but definitely not the King. If I want to know more about the ppl who order me around or who I'm supposed to get rid of, I have to go look for some clues myself. I really appreciate the subtle approach and that Arkane didn't employ that cineastic overkill that most games nowadays have come to rely to.
Also: the heart is an integral part of storytelling and character portrayal. If the heart tells you something about a character, it's not the heart that is portrayed, but the character itself.
So, I find storytelling just as refreshing as the rest of the game and I think maybe ppl have to be more open and realize that not only dialogue can tell a story.
Sure, the story itself is not very original, but it still really shines when you put into context with the environment and all the little stories it tells, be it through design or through some side scenarios.
And you can't honestly say you found Samuel bland?! What kind of person are you that you can't connect to this most likeable person? I would marry him today, if he wasn't so old... and a man...