I agree with the whole thread. It's also noteworthy that the hamstrung camera movement means the game relies a lot on "dissolving" the foreground to let players see what's going on.
That dissolving feature needs work. For instance, try to enter the burning inn, hit turn-based mode, then Misty Step to the second floor. It's impossible because the game recognizes the second floor as dissolvable foreground until a character takes the stairs and actually stands up there. No matter how you wrangle the camera, the game thinks you're trying to see below and dissolves any valid Misty Step target.
It seems a lot harder to code a dissolving feature that always knows what the player is trying to see rather than to add mobility to the camera. If Larian are trying to hide the seams of their theme park world, why not limit draw distance, or use a bit of non-euclidian geometry or something?