I generally agree with Icelyn that I don't want the majority of quests to be timed. Though in my case it's mainly because of how much companion stories are already tied to long rests. I do think the game tries to have its cake and eat it to, and as a result the narrative and immersion just doesn't work.

The fact is Omkara, this isn't a normal tabletop d&d session and, far more importantly, it's not actually trying to be. If this were actual tabletop, you wouldn't even think to try and behave that way, you straight up wouldn't even have the ability to. There's an implicit understanding at the table that's not present with this game. It's using the system, but I sincerely think that any talk about it trying to replicate the experience of tabletop is referring to a different understanding of what that means. I think Larian is trying to replicate the tabletop experience of fooling around with your friends and having a laugh and havng fun that way.