It ends up being either (1) the same story with 3 slightly different endings or (2) three completely different stories, supposedly linked together.
I think the best executions of this genre try to do something creative with the storylines and tie them together. If Alice does something in storyline A, perhaps when we go down storyline B in the future we’ll realize why Alice did what she did, etc.
The sort of thing I hate is GTA IV style, Kill X or Kill Y "choice moments". Quantic Dream games are essentially nothing else, it really annoys me when people suggest those games are somehow the most mature and "artistic" games out there, when to me they are basically bad CGI films.
Video games have a higher barrier to accomplishing this feat. Imho simulations like The Sims, CDDA, or Dwarf Fortress are able to accomplish it best.
Adventure games, in general, do not have branching narratives of any kind. They use interactive mechanics to amplify/guarantee the thrill of relevation. Apart from this interactive twist, they are very close to normal Detective Fiction (which also tries to deliver similar things through non-interactive mechanics).
I actually really resent CYOA's influence on gaming. This idea of Audience Control being a kind of grand distinguishing feature of gaming as an art form is an absolute cancer.
The actual experience of branching narrative fiction is in my experience, without fail, shit. To the extent Bandersnatch works at all it's due to the meta nature of the story. Can you imagine any other Black Mirror story adapted to this format?