great piece. a few thoughts on this dynamic, which i suspect is going to get worse before it gets better:
- judging only from the clips linked in the above piece, the "over-the-top elevated fantastical pulpy dialog" that exists to be cheesy so our hero can sneer at it just isn't good, and isn't having any fun, imo. there is absolutely such a thing as well-done schlock vs poorly done schlock, and if writer wants to have a snarky character who sits outside the conceded-as-schlock tonal range scoff at it, they need to earn that. good schlock is an art. otherwise you're just saying "who writes this crap??" and guess what, the answer is you and your audience's response will be to laugh at you not with you.
- afaict naturalism is one of the most undervalued qualities in pulp writing in games. characters speak in all manner of different ways and you might have the most ridiculous concepts and world imaginable but if you can make it sound like something a real human would think and say on the spot (99% of game dialog isn't a speech the character prepared), even if that character is a super extra MFer who needs to chill, you have done a magic trick and your audience will follow you pretty much anywhere you take things. the reason i had such a nails-on-a-chalkboard reaction to those forspoken clips was that the writing didn't even seem to be trying to make the rhyming queen a real person. love your characters enough to give them good material, even and especially the cheeseballs.
- i suspect the rise of [face visibly crumples getting this word out] whedonesque quippy dialog is actually in large part about negotiating new rules (in some cases, installing some new trapdoors) for naturalism in writing. this is the thing people rightly give the MCU stuff shit for: if your story has some unavoidably corny bullshit in it, just build some characters snarking about it into the script to firewall the cornball off from the bits you actually care about. but ultimately this is self-sabotaging, for the reasons the OP outlines. the point at which we coined a term for it is well past the point of actual audience fatigue with the concept, and that was like, uh 10 years ago now? so yeah we're deep in the swamps of sadness rn. again, love yourself, love your characters, enough to not assume your audience's natural reaction to them will be mockery.