I just wish they would stop taking so many liberties with D&D rules and making changes that fundamentally change the gameplay.
All the successful D&D crpg's have been very faithful to tabletop rules BG, IWD, NWN... And their take on Faerun has felt credible and immersive. The ones that "adapted" to be a better videogame, not so much. Sword Coast Legends failed horribly. And the action RPG's weren't that big either. You don't need the DOS gimmicks to make a wildly successful D&D crpg. You just need 5e rules and a great story. Immersion is much more important with this one.
Likely BG3 will be much better and more successful than the bad example above but there's still too much of the comical divinity gameplay in BG3. It's distracting and unnecessary. Larian can put their stamp on the franchise with far less. And they already have with the player agency and many permutations to everything.
I really don't know if their mindset is that they need to take liberties so that it is a better video game. Because as a tabletop player I love 5e combat, and it seems to me to be very easy to be implemented 100% RAW in a video game, again, Solasta is doing it. What Larian should've done was when the project was in pre-development they should've bought sets of 5e books for every employee to take home and play as homework, I don't how else you can get to know the system you are suposed to be implementing.
EDIT: actually Wizards should've given them plenty of books for research.
Nobody says that it is impossible, the only question is whether they should. From the interviews, you can learn that they initially tried to implement the most accurate rules and then changed those that did not work or were not fun in the game. The game is not intended for D&D players only, so some changes had to be made to make the fight more enjoyable for the public.