I actually have a longer post I'm writing on the handling of time and distance in these games, but the short version is that if the passage of time is not consistent, then it is not acceptable to surprise the player with a case of time passing where the outcome is not obviously plausible and foreseeable.
And the passing of time in these games is almost never consistent. [...]
The alternative is that it matters globally and consistently. I think that is desirable, but it would require that the game simulates its whole world all the time. It could be done, even with a game the size of BG3, but it would be a great deal of additional work. Also, the requirements of exploration and plot must be brought into accord. So no more plots that start with "you absolutely must do this ASAP". That is quite possible. BG1 did not have this problem, for instance, but it is a limitation on the kind of plot you might not want.
+1