Sometimes players deserve to fail or miss a quest if they mess up a lot or just kill everything.
Killing everyone has the advantage of getting more exp and items, so there should be some kind of downside for it.
Yes. Playing through D:OS2 and here are two thoughts related to that:
Pillars had a right idea by removing XP from kills. D:OS2 is very level oriented game (loot more so, but it's tied to player level, so...) and I find it frusrated by the feeling that if I try to roleplay and not murder everyone I miss out and potentally run into problems later.
More so: If you can do everything then nothing matters. That comes to letters on NPCs bodies with written info on them, which you would get if you talk to them - or more horrid, ghosts, which, again, serve similar function. D:OS2 has an overwhelming amount of freedom, but fairly little when it comes to reactivity or consequence. Either systems driving the game need to be developed further for BG3 to create to varied and interesting reactions to player actions, or a stronger narrative direction with predesigned consequences for taking certain actions - conequences not necessary punishing players, but reacting to player's inputs. That's something I also blame of D:OS2 multiplayer design - afterall you wouldn't want a strager to come to your world and mess things up. So he can come, but anything he does remains relatively consequnce-less.