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回報翻譯問題
You could also just presume that Gordon Freeman, et al, are just deaf and using sign language to communicate with the NPCs around them :P
So the intention is to make the player can easily put himself into the shoes of protagonists?
I think that is the most common intention for doing it, interestingly visual novels often do the same thing - where they have voice acting, frequently the main characters' responses are text (or text choices) only, I assume for the same reason. It is also partly about retaining the player's sense of agency - if the character you are controlling interacts with others in ways you don't like it can be very jarring and annoying.
Half Life seems a special case as well - there are a few parts where NPCs respond to you as if you had replied despite having nothing voiced from Gordon, so you get only half the conversation.
As you suggest it can create some weirdness - for example in the Borderlands series the PCs from 1 just say a few stock phrases during battle while you (and friends) control them, but otherwise are the same sort of silent protagonist. However in 2 when they are major NPCs as you interact with a large number of times they suddenly develop much more rounded personalities and deeper backgrounds/motivations that a few random audio diary snippets scattered around.
But as for the other FPS games with mute protagonists, it probably has something to do with immersion and making the player feel like the character through their actions in-game.
Some games do have the main character talking, like Dying Light, or CoD Blackops.
Either way, both works for me, I just play the game.