As a choice-based partisan, I agree. I did a quickie implementation of Cloak of Darkness in ChoiceScript at one point; IMO it was a very awkward translation. It failed in its core task of demonstrating the similarities and differences between parser-based languages and choice-based languages.
IMO the parser-based tools are all helping the author build roughly the same kind of game, stories with exploratory puzzles, of which Cloak of Darkness is a reasonable example. Choice-based games often include no puzzles at all, and are usually tightly plotted, with no opportunity for free exploration (except on subsequent replays).
That’s an interesting idea, but probably unworkable. Some of the most interesting choice-based “languages” aren’t programming languages at all in the traditional sense: they’re web sites, like inklewriter, Varytale, and StoryNexus. Probably ChoiceScript and Undum would be the only relevant candidates where you could provide a web page with ASCII samples like firthworks.com/roger/cloak/