Actually, in games like Baldur's Gate or in Pen&Paper games it's the player's imagination that takes centre stage, based on words and - in the first case - on the game world and how you interact with it, not 'cinematic' techniques of visualization. Therefore making a game more 'cinematic' doesn't just mean adding something (to make it 'better'), it would change the reception and the kind and degree of participation. 'Cinematics' tends to be more directive and restrictive to your imagination and for certain purposes, of course, it's the right choice. For me personally a 'cinematic' dialog between Esmeralda and Septimus could never be done so well that it would achieve what one can imagine when she says 'Oh, catch me, for I might faint!' and her voice raises theatrically (Classic Version) and one can 'see' her tiptoeing and slowly bend her back until she falls... and Septimus fly's to her side to catch her - it was never visualized, not even visually suggested that this happened right now. It's an imagination that is implied by her words and the outstanding voice acting. The facets of her character are so well presentated this way that a more concrete visualization of this scene would destroy what your individual imagination creates about this scene. Of course: this requires something different from the player than a cinematic scene or more visualized dialog (face animations, camera, etc.), but it offers you more, depending on your ability to imagine and on the quality of writing which is - to state that here - much better than others claim, since it's able to characterize NPCs, to give them a personality and to allow you to imagine scenes like the one I just described. That's something no other rpg of the last years - skyrim, risen, witcher... - could achieve. Risen and Skyrim failed by the triviality of their characters (and writing), and Witcher 3 by it's cinematization (since there's not much to imagine any more).
So if Larian tried to transform a Pen&Paper game experience into a cinematic experience they would tendencially - depends on the degree of cinematization and where it is done - transform actively imagining players into more passive spectators. And I'm not sure if we really need more games of this type, or at least D:OS 2 to be such a game...
However, every time you decide to complete an action, you then have to watch your character complete the animation for that action. This is a good opportunity to get more cinematic. This is what XCOM 2 does.
And this would even force the problem of combat being a bit too slow at some points. Accelerating some animations would fit better, in my opinion, than to extend this to a 'cinematic' enactment of combat actions and to implement a dynamic combat camera that intermits tactical view every time your characters perform an action (even if it's just in case of attacks).