After you surprise attack something the rest of your party also get a turn while the enemy have the surprised condition. After that you roll initiative normally. BG3 needs to do it the same way.
This is what I am hoping they will do. Would love a way to queue attacks so everyone strikes once then initiative starts, rather than the annoying micromanaging crap that happens now.
Yeah probably when you factor in the amount of metagaming you can do in a video game, any amount of surprise turns is too much.
You know where the invisible hag is, you know where the reinforcements will spawn, how to exploit the AI... The characters don't know these things so it's just one more case of BG3 constantly reminding you it's a game rather than a story that makes sense from the PCs point of view.
I don't think surprise attack is as fun a mechanic when there isn't a human DM to run things. It's fun when you can plot and prepare against a superior enemy. In a video game it's just 95% of the time about cheesy exploits the enemy can't respond to and it trivializes challenging encounters.
Combat where you have a lot of back and forth and reactivity is much more fun than just skipping dialogue and surprise murdering everything.
It would be really depressing and immersion breaking for stealth players to remove a core part of gameplay. Also, not everyone does research before playing a game, ambushes make perfect sense when you don't know what you are getting into. A second playthrough could be done as a screaming idiot if the player found the stealth play too easy, or just pretend to be one mid playthrough.

I do not find a tedious back and forth to be fun at all, for me, the ambushes and stealth stuff are way better (just not the current level of cheese involved with it.)
I liked how Pathfinder handled it with “half-turn” surprise turns.
Never played this, can you explain how it worked?