It might not be about convincing people to turn around though.
What if we have to convince people to continue on? What if we find ourselves agreeing with Borek, but several other expedition leaders don't agree with Borek and us?
I mean, we can't know that everybody will want to as far as possible and never want to turn around. We may come to a level where Mathilde is one of the people, or part of the faction, that wants to keep going or wants to try something risky... but other members don't. Or if another side-quest pops up, or something we really want to do, but most of the rest of the Expedition doesn't, and so we'd need to convince people of it if we wanted them to do it?
For example, what if it comes to wanting to decide between starting a guerilla war in Karag Dum, versus going home? Or temporarily settling down in Karag Dum, in order to help shore up their defenses? Or to proactively hunt down and slay an enemy champion or enemy general, in order to help alleviate the siege?
Or, less dramatically but far more simpler: what if it becomes a question of "Karag Dum is safe-ish, but could use some reinforcement. Who do we leave behind, and who do we take with us on the return trip?" And it thus becomes a question of how much understanding we have of everybody involved in the expedition; not just their leverages and wants in order to best convince them, but also their skills and willingness-ness and who is most useful where.
There's always power in knowing the people that you are literally journeying into the jaws of hell together with.
That power or reason or point is not solely "So we can convince them to turn around if need be!" It's also for any other reason or challenge that comes up during the expedition. Which can even be "So you can convince them to keep going. Or convince them to remain in Dum and help them out, while we go back and return with help."