It does not matter, should not matter to anyone but you if you use min-maxing mechanisms in a single-player game. Insofar it is not complicated.
However, from the perspective of any one gamer who starts a new game where they can generate different kinds of characters it is definitely complicated.
For instance, here's my main problem with BG3:
I like "talker" types. However, combat diffculty in BG3 depends very much on initiative and initial positioning. Which means if I roleplay my character and mostly attempt to talk first and fight only if that fails, most fights will not only be significantly more difficult in general, but start with my squishy talker being surrounded by enemies. In the EA, I experienced this difficulty differential as absolutely dramatic in certain key fights which are important for the story, even on a second playthrough where many things got easier because I had learned to play the game better. At the same time, I really hate having to reload a game several times in order to get through a story-relevant encounter.
So what do I do?
There are various possibilities, but my standard solution to problems like this (which appear in most CRPGS, it's just way worse in Larian's games than in most others I've played) is arguably a form of powergaming: leveling up as much as possible elsewhere, using foreknowledge to avoid triggering encounters of the main story, before I tackle those encounters.
Also, in general I'll do *some* min-maxing. You won't ever see a character made by me with an ability score of 3, but you might see one with an 8. I will select secondary skills in order to have more choice in companions, if I can remotely rationalize it. And I absolutely will go out and acquire magical items before I can reasonably know of them in-world, where possible, unless they have story significance.