ISTR that timed missions are second only to escort quests in terms of being one of the most universally disliked game features; that may be apocryphal but it's something that I certainly find myself agreeing with. Choices and consequences are one thing, but I put enough effort into not being late IRL, I don't want my escapism to make a point of it too!
I can understand you, but sometimes a timer makes sense.
I really dislike the "false urgency" in most games: Somebody tells you to do something now and that terrible thing will happen if you are too late, but the game does not care if you do 20 side quests and rest 100 times in the meantime.
I absolute respect the devs of Pathfinder Kingmaker for implementing hard timers. It makes no sense to walk around on the world map for month in search of treasures when your kingdom is invaded by monsters.
I mean you have several month to solve a problem that can be fixed in two weeks and if you fix it fast you have lots of time for exploration and kingdom building until the next crisis comes.
In the first chapter, I solved the main quest and explored every area I can visit at this point in less than half the time I had. At the end I have maxed out all kingdom stats and explored the entire world and still I had to skip month until I could visit the final dungeon. I think the timer in the quest menu made the game more engaging.
Even BG1+2 had some timed quests. You can get poisoned in BG1 and in BG2 you have to save Jan Jansens Family member (sister?), plus Jaheiras curse. In all those cases the time limit was so large that it was almost impossible to fail unless you forget about it or you start traveling around the world once you get them.