I just started co-op DOS2. And while I appreciate many of the tabletop RPG simulations throughout, one of the things I'm missing so far is the sense of time passing as it does at the tabletop. Clicking on a bedroll just doesn't feel like "resting." I hope BG3 has a stronger sense of time. Things like lunar cycles and day/night sequences so that resting has additional consequences. Players should need a certain amount of rest a day (or suffer negatives) and there should be a chance for random encounters when resting in inopportune places. Seeking out "safe" places to rest (inns, strategic campsites, or friendly territory) and "setting watches" in unfamiliar or dangerous locations is an essential part of the tabletop RPG experience. DOS2 seems to pretty much ignore that (or I haven't played long enough to experience it.)

Also, given that there are Short and Long rests in 5e that are essential to regaining certain abilities, how and when you use them should have risks and consequences. That's a core part of game management.

I hope they work on simulating that part of the tabletop game in a fun and entertaining way. Knowing that there is a clock ticking can help create a lot of drama.