Yep
Looks nothing like Baldur's Gate
Recently, they declared that there would be no day/night cycle in the game, everything exactly like Divinity.
This left me even more disappointed

Day/night cycle is not a difficult concept, but it can be costly and/or difficult to implement.
BG1/2 was graphically fairly crude, and did not really have a light and shadow model to speak of, so each outdoor map just flipped between light and dark versions. NWN2 had the option to activate dynamic daylight for an outdoor map, with settings for different colour temperatures for dawn, dusk, midday and so on, as well as being able to set the length of a day in real playtime. This was much more sophisticated than BG1/2, but could look quite strange with heavy blocky shadows moving in obvious steps over the landscape. It can make planned, handcrafted encounters and experiences behave oddly, when you can never be sure what they will look like, or even if the player will be able to see what they are supposed to see.
The other major problem is implementation cost, in terms of real-time processing. Lighting and shadows are some of the most costly parts of the rendering cycle. To get better quality results without trashing the FPS can require all sorts of "cheating" techniques, such as pre-calculated light maps, which simply do not work with truly dynamic lighting. Experimentation and research for cheaper and higher quality techniques are always on-going, of course, but there comes a point where a developer has to make choices based on what they have available to them.
It will be interesting to see how Cyberpunk 2077 handles day/night since they made a big thing out of that, but I don't think we have seen it yet.