Some people have been talking about the language Telltale's marketing department used in promoting this game, saying that it gave gamers the impression it would feature branching narratives, that your choices would make broad sweeping changes across the game's narrative landscape. I personally disagree, as marketing is marketing.
But here's the thing. I went through the whole game in one sitting, cried (as did many) shut down the PC. Then I restarted it, played through the last segment again and in this one, I didn't cuff Lee to the radiator. In my original playthrough, I'd cuffed him, and that never felt right to me.
It's a little choice that really impacts very little in the story, but it was incredibly important to me. I think that's where the disconnect is between people who were unhappy with the way the game treated player agency -- because choices can matter even if they don't change anything.
Kinda cool that a game can generate this much discussion, I guess.