In the last two Larian RPGs, you could potentially get 1-2 higher levels by the end of the game by killing every single person you met in the game, even allies and neutral characters. This worked because, for some reason, you were granted extra XP but given no real consequences for killing every person you met. From an RPG perspective, I think this is a big problem if you are claiming to make a game where "choices matter" and there are actual systems in the game named "Reputation," etc.
Since BG3 is not complete yet, I can't comment on whether or not the same mistakes are being made this time.
Consequences aren't "fun", so this won't change. Pickpocketing, for instance, is basically a never ending source of loot and gold in reality without risk and without consequences. Same cheese as in DOS2 and a total screw you to any and all risk vs reward mechanism. In BG3 you are told you are in a desperate fight against time, but you can sleep an infinite amount without consequences. Total narrative dissonance, but consequences aren't "fun", so who caaaares?