Why is it at all an issue that plot-important NPCs are invulnerable?
In short? It just seem lazy. :-/
And how is it a meaningful improvement when every NPC is killable?
There is many reasons ... to list a few:
- Its more fitting to many settings
- Its much more realistic
- There is many ways to get simmilar, or same results that will be fitting actualy
- And last but certainly not least ... it forces developers to create more complex story, since what is complexity if not number of possibilities to reach your goal? :P
What is meaningfully gained in terms of experiencing gameplay or story if you can kill a plot-important NPC and potentially block off the quest?
Well, first of all, those are two completely different things ...
If you block off the quest, then that is certainly misstake of writer ... since you did something he didnt expected ... such situations are even worse in games like Baldur's Gate 3, where death of such NPC can be result of poor diceroll, or some of automatic reactions.
Especially if it's the main quest and not an optional side quest that can just be checked off as failed.
Even main quest can be "failed" ... just not entirely.

That is after all one of first things Swen was encouraging us to do: Thrust the dices.
You are looking at it as if you have one single path to compelte main quest ... and you just killed the one and only person that had any clues about your futher steppes.
That is perfect example of bad design.

Yet, then if that person have some notes in her pocket, that provide you necesary informations, so you are able to continue ... but also you are restricted of some flavours, tidbits, details, and another things she would offer you if she was still alive ... your progress through that quest is allready alternated.

That is example of good design.

And with every another option you get it become better and better.
And regarding the example you gave, a computer game isn't a live game at the table, where a DM can potentially pivot and make their story work in spite of a dead NPC.
That is something even Game designer can do ...
You killed NPC that was suppose to provide some info? Well, his associate have it too.

A computer game is far more limited and I can't fault a dev for making their lives easier by letting themselves not have to accound for every bit of random death and destruction that the player can cause.
But there are ways to make life easier even without divine intervention.
You can make that character higher level > therefore stronger, so you discourage players to attack it.
You can give that character tough bodyguards, or even whole escort ... same result, better imersion.
You can let that important person to only comunicate with your character through messengers, od magicaly, or by dead letter-box ... w/e just not let them meet each other.
There is many options.

But if you simply decide that this NPC is simply buletproof, magicproof, waterproof, fireproof and godsknowswhatelseproof ... its just lazy.

but I would argue that it's better to design a plot that takes into account the potential death of that person, thus allowing the story to continue.
Exactly! :3