I disagree with the premise that location-dependent time flow is necessary to support map design.
Well i disagree with premise that you need time flow in the first place.

Since i played Dragon Age: Origins, im perfectly fine with static time ingame, my adventures taking unspecified amount of time, that between two long rests give together 24h.
Its not hard concept to grasp, and it suits me.

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There is also another problem and that is we are in control of time by resting ...
Moving the conversation a bit, because we both are obviously intractable in our opinions about constant time advancement:
DAO's game system didn't rely on taking long rests to restore resources, and so it was more acceptable that day/night passage wasn't an important part of the game. Characters were just assumed to be resting whenever. BG3/5e, however, does explicitly require frequent long rests and so there's more of a need for a more detailed time passage system.
There are many locations/events in DAO which take place at night: e.g., Ostagar and the initial Warden vs Darkspawn battle, the defense against zombies attacking Redcliffe, I think Denerim has some places which take place during night, etc. These experiences vastly improved my immersion in the game. Similarly, such an inclusion of night-time in BG3 would improve immersion. There are many possible implementations, including the method (similar-ish to DAO) of having time progress via clicking the short-rest and/or "wait for nightfall" button.
The key point, to me, is that night should exist outside of our base camp, so that we can experience at least some of the world during night-time.