I much prefer silent protagonists, myself. It's more immersive, and gets you to draw from your own imagination in order to round out their personalities. To me, even an RPG where you can't re-name the characters loses a bit, in that you can't personalize the experience. Albert Odyssey was great fun, one of my favourites at the time I played it, but not being able to re-name the characters in it gave it a totally different - in my opinion not as memorable - feel. You'd have to have a really solid group of writers / translators on the project, so that the dialogue would be captivating and effective enough to create a good dynamic between characters, in a game without a silent protagonist. 'Cause if they throw in an interpretation or comment that you don't feel is suited to the relationships between them, then it's going to detract from the game. Whereas with a silent character, this isn't a worry as it's left to your imagination.
Radical Dreamers, in this sense, I think was a well-done compromise between the two. Your character had dialogue, sure, but you got to choose from 3-4 options and have a hand in shaping his personality.