Interesting stuff. Yes you are right about all of these things, I have not thought of this. So they are all interconnected with time in the game, and time especially matters and should be measurable in a tactical rpg if you are not using tiles. Decay as a whole should apply to all things in combat during actions and out of combat, at a consistent/constant speed
It would be nice to have night cycles if not just for the ability to play a rouge properly. When it comes to D&D I think long resting, short resting and day and night play a major factor in gameplay as well as immersion. I understand they never had to worry about it in a game like divinity but this is a totally different franchise and many of the rules are all interconnected and depend on eachother.
I think the most important thing right now affecting the game is sleep, camping. Usually in a D&D setting, getting a long rest is very infrequent and would be not available if you went out to dungeon crawl or adventuring. Which in turn makes preparation so much more important and exciting. You prepare your spells that day, you buy food and supplies and stock up because your journey will be long. You cant just teleport back to base at any given moment.
I personally think not having time and proper sleep cycles and hit dice removes the major fun factor from the D&D aspect and makes the game way too easy/skyrim like. I truly hope they make long rests very limited and once in a while / once a day abilities.
Solasta did a great job on this. In that game you have limited hit dice that you use to restore yourself during short rests. Short rests are infinite but your hit dice are not. Long rests can only be done at inns and fast traveling may encounter a battle along the way so it truly makes preparation and saving items very important.
Hope they listen!