The game already HAS "timed quests", and in one of the most insidious forms as well: you just trigger timers by proximity without even noticing them or being told about them.
Once the trigger is activated just doing a rest or changing zone translates in automatically failing a chance to get/complete a sidequest.
I wouldn’t mind if they changed the format of those. I am not sure how many world events there are, but so far I either haven’t failed any or failed some without ever knowing they existed.
I really hate this hand-holding checklist approach to roleplaying you seem to crave. It incentivises a mechanical, completionist and perfectionist outlook that leads to compulsive and unimmersive meta-gaming (checking internet "how to" guides) and save-scumming.
I hope Larian sticks to their guns when it comes to this aspect of their design philosophy; facilitating creative interaction opportunities in a way that is not immediately obvious, that do not penalize the player (beyond the perfectionist mindset), and that are able to surprise even on a second playthrough - increasing replay value.