Yes, this is a big problem with BG3, I think, and all of it seems to have caused problems.
It's an exacting simulation of DnD 5E -- except it isn't, and a lot of people don't actually like a computer GM that strictly interprets dice rolls.
It has so much reactivity -- which collapses the moment you realize that [MONK] or [PALADIN] or [BARBARIAN] dialogue tags probably end up in the same place.
Choices and consequences -- everything is pretty well sign-posted, evil content is as lacking as any other CRPG, and you can respec your companions entirely for 100 gold.
It's a massive open world -- except this basically outright conflicts with the structured 'time is of the essence' story they wanted to tell.
It's not a bad game, but the flaws become pretty well exposed the moment you start a second playthrough. It's like Larian filed off anything that might cause any choice to feel like it had repercussions, which left so much of it feeling flat.