It's insanely stupidly easy to fix this problem and a host of other UI issues: The player should be able to close the level up dialog without picking a trait. Come back later and pick the trait you want. Same with city level ups. Same with picking champions. There's absolutely no reason to do these dialogs the way Stardock insists on doing it.
It feels like I have been saying this forever, and I know it's never going to happen. Stardock is in love with forcing the player to make a choice without sufficient information. I have no idea why they're so fond of this mechanic, because it is absolutely terrible. I have a sneaking suspicion that the first design document for this game starts like this:
1. Turn-based fantasy strategy with RPG elements
2. DIALOGS! Anytime something happens the player should get at least two or three modal dialogs. The smaller and less informative the better.
3. MOOOOORE DIALOGS! If no dialogs have been displayed in a while, the game should display dialogs of random things. Not sure what yet. Maybe a picture of my dog.
4. ANNOYING DIALOGS! In the case where a dialog would actually be a useful means of interacting with the user, make sure the dialog is as awkward as possible. Throw in a lot of extraneous information (and of course, a huge block of flavor text), really just put whatever you want in there, as long as there's not enough information to make an informed decision. And absolutely don't give the player an opportunity to close the dialog and return later, as they might try to use other means to find the information they need.
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