I agree, but one can set up a situation in ways that at least pressure the PCs to decide. One can make these lesser-evil choices, as the OP suggest, or one can make them competing-goods choices, as I prefer; one can probably find other kinds of choices. One can also set up situations in ways that they preclude other situations--doing so explicitly could be either lesser-evil or competing-goods.
Trying to build a campaign by predicting some number of choices seems to me less like a fool's errand and more like a recreational impossibility.