Class balance in D&D works the way it does because there is an inherent price to pay when you rest. Time is passing (the world moves on without you and opportunities are lost), you risk being discovered by people or monsters that might try to kill you, and in some cases, resting actually progresses degenerative diseases. You can't get a full night's sleep more than once a night and if you go too long without a full night's sleep, there are consequences.

Choosing to rest should be a calculated decision - not something you can do with no consequence any time you lose a couple HP or spend a spell slot. None of this exists in BG3 and it throws everything else in the game out of whack because all of the systems in D&D are connected.

In BG3, the world feels totally static to me; nothing happens unless you are there seeing it happen. You can walk away from a standoff, sleep four or five times, and come back and nobody has moved an inch. It feels really wrong and it makes time meaningless, which contributes to long rests being available at any time with no drawbacks. In fact, you (the player) are encouraged to take long rests all the time, because that's when the majority of significant RP moments happen.

There are certainly games that make it feel like time is passing, even if the world is fairly static. For example, I'm playing Torment: Tides of Numenera right now and one of the things you get roped into is a murder investigation. Spoilers:
Every time you sleep without solving it, there's another murder - some NPC that you've talked to in the area and maybe grown attached to. It really feels like it's your fault and it hurts to have let them down. Eventually, a shopkeeper gets murdered, which has a small, but non-trivial mechanical impact on the game.
This is a great way to create a sense of urgency and make time matter. BG3 has nothing like this and it really suffers for that.