You encounter Nettie who tells you about the Drow, who also didn't change, and had a tadpole exit his body after death. Then you come across the dying dwarf, whose tadpole didn't change him even in lieu of him being wounded to the point of death. If those aren't the first clues that ceremorphosis is not so imminent of a threat as you suspected, then I don't know what is.
Of course you want it out of your head, but the necessity to do it as quickly as possible, starts to be removed from that point forward.
Those are only clues to suggest the process is slowed, and that that's weird. Which is irrelevant. As I already said, only the conclusive statement that the process is *STOPPED*, not slowed, stopped, matters at all. The process having been slowed only serves to say "you're lucky to have not turned yet, but you still need to devote 999% of yourself to being cured this hour so you don't turn next hour." You should have turned earlier, but since it was slowed, you're about to turn right now instead. There is still no basis for toning down the rush until you know for certain there's no deadline at all. Getting it out as quickly as possible is fully a necessity until you know about the Stasis.
Except right from the beginning, you start getting clues that the dire "OMFG IMMA TURN INTO A MINDFLAYER BY TOMORROW" scenario, isn't as pressing as you and your companions thought, and that sentiment only gets stronger, the longer you play. If you want to roleplay ignorance, that's fine, but the game is giving you clue after clue about the fact that your situation is not nearly as dire, from a time perspective, as it seemed on the nautiloid.