Except computers solved the issue of simultaneous actions and dice resolve already ages ago and I think it's moronic people prefer to pretend they're limited by the same artificial rules as TT. And on and on and on...
Turn-based is not a limitation - it’s gameplay style. Every game is an abstraction - or rather set of abstract game mechanics with a theme attached to them.
I guess it's up to subjective experience and expectations then. For me a game is a simulation, and fantasy crpg's are simulations of a fantasy world which are attractive forms of escapism where we can project our feelings and beliefs into. For a tabletop game, taking turns to act in the world makes sense because the tabletop technology doesn't really allow for a real time simulation, in computers however, this limitation is not there, not limited to pictures, maps, figures, and a GM, the world can now be animated and simply showed to the player. For me taking turns is either a necessity for non singleplayer (e.g. civ) or because of wanting to recreate a tabletop boardgame experience. Sadly I do not come to BG3 seeking a digitalised TT experience but rather a more technologically advance simulation of the D&D universe and it's basic rules/laws. But that's just my personal taste and I guess it's not the most commercially profitable to cater to

Edit: basically it's the whole 'chess pieces' not moving until they are told so that for me makes combat feel like an annoying minigame suspending the rules of reality and physics. Like how am I supposed to imagine a reason for all the goblins in the temple to stand still and not move during combat and taking turns in getting hit or trying to attack ? I simply can't come up with something except, it's an archaic remnant of when we were forced to take turn because we couldn't compute simulations with simultaneous actions going on. The fact that turns are linked to real time passing in TT further shows that turns are simply an abstraction to structure players interactions with and in the world and that in this world time is imagined as moving (e.g. potions and effects should be time based, not based on the 'pass turn' button given the technology allowing it and it being closer to the intended goal of simulating a world where we can act in as players). Anyway, this getting too philosophical again
