Too much is left to dice rolls and too little is up to player choices, whether it is conflict resolution or your companions' opinion of you.

A case in point:

When Gale finally tries to ingratiate himself to you to ask for magical items to eat, he gives you a list of things you did that earned his admiration. The list goes,
1. You peacefully resolved the conflict between Zevlor and Aradin
2. You peacefully resolved the conflict between Arka and the goblin prisoner
3. You saved Arabella from Kagha
4. You saved the boy from the harpies

Out of the 4, only the last one is not completely due to a roll of a die. The first three are completely left to the whims of chance. Your companions basically do not care about your intentions, only the results, many of which are left to dice rolls.

Another example:

You see the tiefling struggling with his sword practice. You try to help him. Your companions don't care that you want to help. They only care that you succeed, which, again, is left to chance. And if the dice roll poorly for you, they all show their disapproval.

Some more:

You try to kill the tadpole crawling out of the corpse's eye. Your companions don't care that you are visibly struggling with the mental control of the tadpole. They only care that you succeed in killing it, which is, again, completely left to chance, and you have to succeed two rounds of dice rolls. And if you fail at either, ALL your companions look at you with disdain as they display their utter disapproval.

At a table top, the GM's goal is to let the players have fun with making choices in the freedom that a table top game allows, with the GM using the rules of the dice to provide some structure to the resolution of the players' choices. This is the most important thing. Having fun from making choices. And the GM has to think on the spot to allow the players to use their freedom to achieve their in-game goals. To use the tadpole example again. A GM might, upon the player rolling badly when trying to overcome the tadpole's mental influence, say that the tadpole is wriggling away, and the party can roll for Dexterity to catch up to it if they want to. And if they still fail, the tadpole might then infect someone else, and the party now has the choice if they want to help the new victim to cope with the situation some way, or try to kill him too, to get at the tadpole. New choices open up upon the result of dice rolls.

Not so with BG3. The player gets as much freedom as the developer allows, and, as with most CRPGs, BG3 has very little of it. But what exacerbates this is that the game makes your character feel defeated when the dice rolls badly for him, with no other way to try to resolve the situation. Other than save scumming, that is. So the dice did not favour you. The tadpole wriggled away. Everyone in your party shows their disapproval. You can't do anything about it (except reloading), and walks away feeling defeated, for something that was determined by dice rolls. So I gotta ask the developers: is this supposed to be fun for the player? To make the player feel like he has lost, because the dice rolled one way? Why do this? How is this fun?