I don't find that dice rolling encourages cheese. In this BG3 actually reminds me of early BG1. At low levels your characters would get one attack or spell per round too, except in real time the turns passed quicker, so perhaps the misses weren't that noticeable. But aoe spells helped a lot with that (web especially) to keep enemy disabled. Of course you could use cheese like kiting (and there were many other tricks that made the game ridiculously easy), but not using them would not turn combat unbeatable.

Similar in BG3: I don't consider it cheesy to use spells that cause difficult terrain, that is what they are for. And they are a reliable strategy in this encounter, since you can combine them with other spells and items, such as thunderwave or repelling blast. That is the part of D&D-based games I've enjoyed.

For me the cheese comes from enemy reactions (or lack of) to some spell effects, for example I've noticed they don't really try to avoid moonbeam, just run through it. I've sent some feedback reports, but that basically depends on how much they can improve enemy ai. Which, to be fair, is still better than in many other cRPGs I've played.

But I agree with the criticism on some of the melee mechanics like jumping, imo they should provoke attacks of opportunity. I'd also prefer flanking like in Pathfinder Kingmaker.