In fairness, I'm just not sure what tactical and clever strategies one can reasonably utilize at low levels aside from seeking out positional advantages. In BG1, the winning strategy was ranged weapons while having a lucky decoy max out AC and distract enemies. BG2 had higher levels and thus more options, but one very winning strategy was thief with boots of speed zipping in, stabbing something in the face, zipping past a corner, and hiding in shadows. Things with spells or abilities would fire their spell trigger, you wait that out, then zip back in. Maybe let them enjoy nuking whatever chaff a wand of monster summoning pulled in.

BG3 hardly seems less tactical than that.

And in terms of positional advantage, having elevation and cover of darkness while the enemies are fighting uphill and are illuminated or alternatively managing some form of choke point to create a fatal funnel is pretty much what springs to mind, isn't it? That or hiding the party and just kiting with a single character and then ending it in a nice ambush. Barrelmancy with local resources is also a thing, but it seems a bit too convenient, doesn't it?

There's also the problem that at present levels, most characters simply do not have any good way of dealing out damage to multiple enemies, which makes it somewhat difficult to get rid of chaff. And the chaff can and will be a problem for squishy low AC characters. And tanking with the tanky characters is non-trivial because enemies do not have to engage them. They can in fact just jump right past them or take that AoO swing and miss and step right into the face of squishy people. Or throw a vial of acid or an acid arrow or a fire arrow or a bomb flask.

And so it seems to me that it's actually fairly tactical and clever to take and hold the high ground while trying to control battlefield illumination. Doing what you can to break line of sight to ranged enemies during their turn. And using verticality and shoves to keep enemies away.

But what's perhaps a bit over the top is just how far the strong characters can shove people. A couple of meters seems reasonable, maybe a bit more if the strength difference is massive and the target is light, but after that the target should fall downwards not further outwards, regardless of verticality. At the moment, it seems like the horizontal speed is preserved all the way to the ground, which makes some shoves truly ridiculous.