I would take a look at the XP system at first.
If the system gives XP for different kinds of approaches and actions, it would be a good idea to give some extra XP for those harder to perform actions.
If the system gives XP for kills only (as it often is), I would refrain from giving bonus XP for such actions.
This is because if the player realizes that he gets more XP by toying with his enemies, he will try to juggle them in these states and milk more XP out of every enemy. If the bonus is neglectable, it would be ok, but then why bother with going for those actions?
Can your players grind monsters for XP? Are there a limited amount of enemies? Is the amount of XP gained getting less with every level the player rises?
These questions have to be seen in context of the entire XP system.
Situation A : A player likes to quickly play through games by just killing enemies and rushing the story. Since he does not use these extra actions, he receives less XP than other players and slowly falls behind in level. When he reaches later stages, he appears to be underleveled and either has to grind enemies to gain enough XP to progress or he has to give up if he can not grind.
Situation B : A player likes to grind and milk enemies for as much XP as possible. He spends a lot of time killing enemies in the most efficient way with extra actions that reward him more XP. He takes a lot of time to progress but the farther he gets, the easier it gets as well since he gains a lot more XP than other players. When he reaches later stages, he might be frustrated that everything is easy and nothing poses a challenge anymore. He also might be happy to find nothing a challenge since he likes the story. That is variable depending on the player and type of game.
Situation C : You have a usual player who progresses in a normal pace and accidentally uses those extra skills a lot more/not enough because it makes battles much easier/harder or longer/shorter. If he uses the skills too much, he will get overleveled. If he uses the skills not enough, he gets underleveled. Finding a balance between those two extremes is really hard if you have a lot of factors for XP.
I personally like to see different approaches give a bit extra but I usually don't like bonus XP for such actions.
In your case I would recommend giving bonus in a different way like reputation bonus with different factions (e.g. making enemies attack each other causes other people to be more afraid of the player or if he uses a lot of calm spells, others tend to be more friendly with the player).
If you have other systems that can be used to reward the player, try to make the impact seem important but not be important.
Think of those rewards like loot boxes, they are fun as long as they are cosmetic or very minor bonuses, but the bigger the bonus, the worse the impact on the game.
TLDR: You should reward those actions to give the player more meaning to his choices but you should be aware that they might cause an imbalance in whatever system you use to reward the player.