This might be an unpopular opinion here, but the way Solasta does reactions is horrible. Every time I swing my sword and hit with my paladin or my cleric, I get a pop up that asks if I want to smite or strike my enemy. If it's 10 weak enemies in a battle, I'm not gonna waste spell slots and strikes on that, so I have to click pass 3 times a round minimum. That doesn't include all the opportunities I have to use my counterspell, or every time my thief gets hit I have to pass on taking half damage, or when enemies walk away from me without disengaging first. Initially, I thought it was nice, but after 10-15 hours of clicking pass, I decided neither game has an ideal reaction system. In Solasta, I get annoyed at how many pauses there are in combat, and in BG3, I almost forget my reactions are even there, because it's so unpredictable when they'll be used.
Do you like how you need to select the type of damage for chromatic orb every time? Spell level for spells? Confirm selfcasts?
I believe that the problem is not that something does not stay true to DnD, but that we are deprived of the ability to make decisions due to unwillingness to implement new functionality(new for DOS2 engine).
For example, I like weapon abilities. They add depth to the game and at the same time they cannot be spammed.
I also like the advantage from high ground (when it's a minor buff, not a roll with advantage)
My ideal variant would be to have a preset system with toggles.
In such system you only need to show toggles {popup||disable||auto} for abilities/spells of specific party member.
This way you can have several presets for each party member. You can switch between them for easy fights, boss fights, etc.
In our case we can {disable} smite, {auto} opportunity attack for an easy fight and {popup} smite , {popup} opportunity attack for a difficult fight.
Then you can switch between presets