BG3’s map density is good for pacing, like a DM saying “the party walks for a while and gets to the village.” But this utilitarian approach is what gives off theme park vibes.
The maps are built like networks, with points of interest connected by corridors. The player still has to travel but never gets to wonder what would happen if they wandered off the beaten path. They can only ever choose left or right when the minimap reveals a fork in the road.
There are other things which give the maps an air of artificiality. The obvious difference in scale between corridors and encounter areas; the deliberate placement of bridges, gates and jumps to mark new zones; the disconnect between the camp and the world.
Timelessness is the other half of the theme park problem. Since the map design isn’t going to change, Larian can’t get away with a world where not even the sun moves without the player’s imput.
You absolutely nailed it here. I also feel that BG3 is really missing open expanses of city or wilderness to explore in whichever direction one desires, not simply maps with paths through them. The latter give an illusion of choice but actually it’s really quite railroaded.