I guess I'd need to hear an example of what a D&D game is, because a 5e ruleset on the backdrop of The Forgotten Realms feels like a D&D game to me. I'm playing through DOS2 for the 7th time and alternate back and forth between the games, and the core feel and tone are very, very different.
If you play BG1 and 2, or the Icewind Dale series, or Kingmaker (since Pathfinder is just off brand D&D), just about every element of the gameplay in those games is tied to the ruleset they're adapting. Class features are the go to (and almost only) tool players have to deal with combat which makes the D&D classes the stars of the show. In BG3, my class features haven't played as big a role in my progressing through the early access build as the elements brought over from DoS. My fighter eats food to heal more often than he uses his second wind, because it's just more effective and plentiful. Astarion is casting spells from scrolls about as often as he's setting up a sneak attack because I've got a zillion scrolls and they don't need stealth or an ally nearby. And if I can carry an explosive barrel or two around with me I am, because setting one of those up and then firebolting it does way more damage than anything Gale can do by himself at level 4. The end result is that the classes don't actually feel very important and none of the class features seem especially useful, so the parts of the game that are unique to 5e D&D really take a back seat the parts that remind me of DoS2.
I don't want every spell scroll, barrel, or bit of food removed from the game, I just want the game designed so that the classes and which ones are in the party feel more important to the gameplay.
BG3 is set in the world of D&D and is based on the 5e ruleset. Expecting a faithful 1:1 interpretation 20 years after any of those games were relevant is a bit silly. There are a lot of quality of life changes that I'm thankful for. Not feeling constantly deprived or starved of resources streamlines the flow of the game. Later down the line, it won't be as viable to eat an apple as opposed to using Second Wind. Shooting an explosive barrel likely won't be viable in every situation at mid to endgame. This is still early access and although the retail release likely won't be dramatically different, I think it's silly to shove two decades of advances and sensibility in RPGs under the rug just because you're not struggling as hard as you think you should be to preserve an odd sense of integrity.
And if you want the experience of feeling like a Cleric is your only option for healing and the whim of your dice rolls is your only option for damage, you could certainly just play the game in that fashion. It's a weird thing to complain about optional accessibility and then choose to reap the benefits of it. The beauty of this game is, you can choose to play how you'd like, and asking for things to be removed because they don't suit you to preserve your nostalgia and claim that "this isn't Baldur's Gate" when you could simply just not do those things is ridiculous.
I didn't say anything about making a 1:1 recreation of the old infinity engine games, I explained why their D&D rulesets defined those games far more than 5e is defining BG3. And the controls and UI of BG3 do not reflect two decades of game design advancement. Virtually EVERY CRPG since BG1 has controlled more easily and quickly than Larian's clunky one-selected-character-only system, and their UIs managed to convey information on their rules more effectively. I don't want actual quality of life advancements thrown out, I just want BG3 to be a D&D game first. You're right, this is still early access and Larian has a long way and I'm sure a lot of changes to go before final release. But the point of EA is for players to provide feedback on what they'd like those changes to be.