Not sure where that expression comes from, but a friend of mine uses it to describe the situation where your character does something you, as a player, know to be totally stupid. Usually it's because a questline power-poses your character into selecting dialog / actions that are the ONLY choice, but you know to be stupid.
Case in point is the ghost-soldiers mission right outside Davon's Watch. I forget the name of the missions, but basically you have a choice to either FREE the spirits and side with the Argonian or you can attempt to ENSLAVE the Chimer soldier ghosts to help fight the Pact's enemies, siding with the Dark Elf brothers.
Most of my characters I play as perhaps impish rogues but basically good-hearted, so siding with the Argonian made sense and the storyline went along pretty much as I expected and all was good.
Since I had already SEEN that content, though, with my next character I sided with the dark elf brothers. Thing is, I knew going in that what they were doing was wrong, but my rationale was that that character of mine was a very pragmatic nord who heard "army of ghosts to fight for us" and didn't think about the COST and the inherent evil in enslaving spirits (she's a bit dim).
And surprise, surprise, it turns out the one brother was performing necromancy! Oh, Spoiler! But not really, because, come on, of COURSE it's necromancy! The "good" brother is shocked (Shocked, I tell you!) to discover how he (and apparently I) was tricked...
I am hoping that there will be some later story development based on this choice, but I fear it's a one-and-done kind of thing.
Trying to avoid a large spoiler, here, I'll mention a Stormhaven mission (Daggerfall Covenant character)...
A certain NPC has done something truly reprehensible but was coerced into doing so (driven insane/controlled - did not realize what was going on, not that the NPC felt forced to do something bad but didn't REALIZE it). So I have an option to have this NPC executed or not. On the one hand, mercy is generally considered a good thing, and the NPC in question wasn't in control of his/her actions at the time. On the OTHER hand, there will be "political ramifications" if I spare the murderer.
THIS kind of mission choice I ~like~. It's not immediately apparent that one choice is stupid or not. The end results of your choice COULD lead to problems down the road (that's the implication). But at least it's not blatantly obvious that you're teaming up with a moustache-twirling villain instead of a waifish innocent.
In the interests of seeing ALL the content, I've been trying to have my characters make different choices at these junctions... in many cases it's easy, since the choices are subtle and the ramifications not immediately apparent. It's just vexing when the choice is so clear and there's clearly one Right choice and one Wrong choice.
My 'alternate' characters have mutated in my mind to be roleplayed as a bit more powerhungry, pragmatic and short-sighted than my main characters in each faction... but even so, there are missions I run across where I find the choice to be a choice between the clearly "correct" choice.... and catching the idiot ball.