In my game, I would sometimes use empty dialog options so that once the player has exhausted all the visible options, the game automatically proceeds with the "invisible" option, like this:

In this example, once the player has clicked options 1 - 4, the game would automatically run option 5, because it would be the only one remaining active (the other options are switched off once the player selects them).
My problem is that in the previous versions of AGS, the empty option was not displayed even when its "show" box was checked - it wasn't possible to actively select it, it was only run once the other options were exhausted. In version 3.6.2.10, the empty option is selectable - there is an empty line in the dialog options box and if the player clicks the empty space, the "hidden" option runs.
Is this an intentional change to how dialog works? The way it was before made my life much easier, now a lot of the dialogue in the game is broken, and it looks like fixing it means scripting checks for how many dialog options are still active at the end of each option.

In this example, once the player has clicked options 1 - 4, the game would automatically run option 5, because it would be the only one remaining active (the other options are switched off once the player selects them).
My problem is that in the previous versions of AGS, the empty option was not displayed even when its "show" box was checked - it wasn't possible to actively select it, it was only run once the other options were exhausted. In version 3.6.2.10, the empty option is selectable - there is an empty line in the dialog options box and if the player clicks the empty space, the "hidden" option runs.
Is this an intentional change to how dialog works? The way it was before made my life much easier, now a lot of the dialogue in the game is broken, and it looks like fixing it means scripting checks for how many dialog options are still active at the end of each option.