Yeah, weird. Perhaps I should've mentioned that the game which, in my opinion, did this best was Pillars of Eternity 2.
I think Kingmaker is actually the gold standard for this metric.
The way they managed world traversal and time passing is probably the best compromise of reasonably economic implementations that give you the necessary illusion of consistency and depth.
Day/night cycle, seasons passing, a detailed camping and resting system that probably didn't cost a fraction of the artificial and immersion-breaking mess BG3 uses, party load and speed of travels having a big impact, possibility to unlock a few valuable teleporters progressing with the story, "timed questlines" but with timers generous enough to raraly be an issue for any barely-competent player. etc, etc.
Not that the game was without flaws (not even close), but the foundations of the system were exceptional.
In fact I'm surprised that part of it was replaced by a WORSE system in Wrath of the Righteous.