Two words: Multiplayer mode.
It´s easier to code for both if you do it that way instead of giving group orders.
Yes, and I also had this same feeling myself. And that again just feeds my concern that pretty much all major game design decisions have been made with the co-op play side of the game in mind.
And so they should be, IMO. Like the DOS games, they are making BG3 with the full campaign for single player and multiplayer. That’s really quite rare. Its not a multiplayer game with a single player campaign bolted on the side. Neither is it a single player game with a crappy arena battle system just because everyone expects a multiplayer mode.
It’s not really something to be concerned about, provided they are also building everything with single player in mind, which I’m sure they are.
If some compromises have to be made, I’m fine with that. I don’t remember anything in DOS games where it seemed that multiplayer functionality was detrimental to the single player experience.
If anything, the ability to split the party over a large distance seemed an underused feature they could have made more of. There was one puzzle (I don’t remember which game) with twin dungeons, and what you did in one affected the other. You needed to switch between the two, which was perhaps slightly clunky in practice but still a nice little puzzle. It’s the only example I can think of that seemed designed around it though.
Of course it does mean that most of the time you won’t actually need to gather your party before venturing forth. I’m sure someone will complain about that.