I also like when a game gives you the option to disable saving (i like when one option is only in battle and the other is to disable save in general) and rewards you for this in some kind of way even (achievement or just a trophy or something). I like to go into battles (especially with a heavy RNG game) with the mindset that i cannot undo my actions, ney, there is no way. Suddenly i do more planning, more carefully reading about the enemies, spend more time trading/crafting/polishing weapons and armor beforehand, in the battle all steps feel incredibly tense. Casualties matters more, if someone dies you cannot reload instantly (bg3 already has the help up action which has a great potential to balance this though!). For me coop experience (i sometimes also play these games with a friend) is even more exciting this way as both of you know you really need to work together to make this through, and that you need to start over if you loose.
For the single player experience the best example i have is battle brothers (you can save during exploration but cannot in combat and i think its brilliant). Combat is really tense because you know you cannot fork it up. I literally cried when i was able to defeat a boss because stakes were really high but with clever tactic and learning i managed to do that and i knew I need to start again if something goes wrong.
Obviously this is okay not to be the default option but i think it should be fairly simple to add (please if do, separate combat and exploration save-enabling to make it more customizable) if the code is designed around from the start (which is hopefully the case).