Yeah... this is not a game for completionists.
If you are worried about seeing every little thing, you are going to need to have thousands of saves, one before any particular choice. Choosing to go to a new place sets events in motion. Choosing to rest is a choice. Walking out of a town is a choice. Casting the friends spell is a choice.
If you need to know every flag, switch, and trigger in the game, you're gonna want to learn dig into their code or wait until comprehensive guides are built for you to plan your every action out ahead of time.
Another one who completely fails to understand the bloody point.
I am well aware of all the branches and options and so on. That has absolutely nothing to do with my point at all...zero.
What I am talking about is the game deciding to skip quests based on arbitrary and unexplained rules that rob you of the ability to make some choices in the first place. There are invisible lines during certain quests where if you rest the quest is just skipped and gone, but if you rest before that invisible line you can rest infinitely many times...you could rest a trillion long rests in a row, and nothing would be affected. And nothing in the game communicates this in any way. The player should be aware when he is on a clock and when he is not. A quest ending due to an inconsistent and arbitrary limit is bad.