Whenever an RPG should have a home depends on an RPG, and overall adventure it presents. I usually find, that keeps, as I usually call it work best if they are integral to the story and gameplay or world structure. The usual one is a ship - be it a space ship in Outer Worlds or KOTORs, or on sea ship in D:OS2 or Deadfire. I dislike keeps, which are added to the game, with little connection to our role in the world - if Players job is to explore the world and doesn't have reason to return to the keep, outside keep stuff, then it feels tacked on (Pillars1).

Baldur's Gate had such keeps. BG2 gave PC a keep depending on their class, and Throne of Bhaal had a pocket plane, to which we could return at any time. While BG2 has many traits of a keep I usually dislike, so much of it happens in Athkatla anyway, that having a "home" feels alright. Keep is one of those things people remember from BG2 - it was one of the few instances when game recognised player character by what they were, and not just a Bhaalspawn - so it would make sense to have something similar in BG3 - give player a place once they reach BG3.

One thing I miss from old good BG days, is having to commit to companions. So many RPGs allow players to hord companions like Pokemons. I was impressed that D:OS2 doesn't do that. Hopefully BG3 won't either.