Related to that is non-existent flow of time (though I mentioned that in the post as well I think). 90s RPGs even older than BG were able to pull off time flow and day & night, BG3 not having it (just like DOS games don't) is a crime. Not necessarily for timed-quests and such - that's not at all the point.
The "everything is special, everyone is a unique superhero snowflake, every bigger quest (on level 1-4!) is basically a major region-altering event" style of writing screams DOS as well. Well, specifically DOS2, DOS1 was kinda toned down in that regard IIRC (was a long time ago). I mean in BG1/2 you play as a literal child of a god, but most of the characters/companions (with some notable exceptions - which is perfectly fine) you encounter are not memory-wiped vampire spawns from other world that used to have sex with Mystra and turn into nukes when they die. In the first ~3 hours of BG3 playthrough, there's more of this crap than in whole BG1 including the expansion... BG2 and especially ToB had more of this, of course, but in those games you progress towards being a high-level epic hero and then continue progressing towards literal godhood. It makes sense to pace and carefully dose these kind of things as you become more powerful/renown, otherwise it falls completely flat. When everything is special, nothing is special.
Combat. I don't think I have to explain anything here, do I? Although I actually don't mind TB and don't think the game HAS to have RTwP. But it is distinctively DOS-like, surfaces and all. It's the engine, I guess...
Controls/interface - again, I don't think I have to explain, engine-related thing.
One positive thing I will say is that when I fully zoom out in specific locations, I do get the feeling that purely visuals/graphics-wise, this could work. As long as I don't touch my keyboard and mouse and am somewhere where the dead, static, theme-park world building philosophy isn't immediately apparent, I do get some Baldur's Gate vibes.