Their current implementation and design philosophy is awful, and it was awful in the DivOS games as well. It didn't have such a big impact because it didn't have to account for the kind of mechanics and lore that exists in D&D which is bringing it to the forefront. The unfortunate irony is that the older games had superior implementation for a multitude of reasons, as well as other games having better interpretation. RPG and D&D veterans have pointed this out to them and offered them solutions but I highly doubt that we will see significant changes based on how other features such as dialogue have been implemented.
How so? Wondering what you mean when compared to DOS series.
DivOS2 was designed to tell an epic overarching story in one game. The BG trilogy told the epic overarching story over three games while each game had it's own epic adventure and story that related to the overarching plot(prophecy of Alaundo and time of troubles) and used this story to create extremely interesting stories, ideas and characters. OS is telling one story, the trilogy told hundreds and hundreds of stories. OS was designed to be a game, the trilogy was designed to be an experience.
PS: I'm not comparing it to something like Arcanum or Torment because the writing and depth and story in those games nukes OS games from orbit.