I get where you're coming from, frequent missing IS annoying. It's an especially prevalent feature in low level 5E D&D and pretty much nothing else and I think for good reason. But I don't think correcting it is in scope for an option in a menu.
Without the wide variability of outcomes as a result of missing easy battles become trivial. Not only do you not have to account for a string of bad luck meaning you take a bunch more damage but you also don't have to bother spending any resources on the off chance of a string of bad luck.
Spells like Magic Missile aren't damage efficient (sans broken magic items anyway) but they are extremely reliable. Why should I waste a 2nd level spell slot to almost guarantee finishing off a 10hp enemy if my warrior can just hit him with a sword instead?
Increasing my hit chance, increasing my damage and reducing my opponents hit chance are all very different when viewed in the lens of hit chance but when there is only damage they are reduced to buff soup.
There are hundreds of other considerations like this which makes adding options to effectively remove the randomness from D&D akin to trying to unbake an Apple and Cinnamon pie to get rid of the cinnamon. It might be possible as a mod but I think the venn diagram of people with the time, energy and enthusiasm to do something like this and people who would be interested in it are just two separate circles.
Ultimately I think the best response is to try and drain the randomness out of the game using tactics. Astarion has so many attacks he's unlikely to miss with all of them consistently. Gale can spam Magic Missile, especially with the broken Sapphire Spark. Your own character can be built a few ways to limit randomness so that just leaves one character who is difficult to predict. Once you get to level 5 the problem will be drastically reduced anyway as characters start to get their second attacks or big signature spells.