Absolutely. In terms of the much-touted reactivity, Larian fixated very strongly on all the 'little' stuff in terms of reactivity-what if X character is dead when you are doing this quest, what if such and such an item is stolen from someone's inventory. There's a lot of variables effecting 'small' things in regards to the outcomes of events, that I suspect ballooned out the complexity of the game, but conversely there is often a dearth of 'big' decisions at times where it feels like there should be big decisions-and I feel like a lot of major decisions, repercussions, that lauded 'reactivity' got cut because of all those little variables. Look at the lists of cut content and it's like a graveyard of important plot stuff that got left out. But nowhere is it more obvious than if you decide to play an evil character in this game, particularly a custom, non-Dark Urge one. As you can read about on a lot of threads here and on the subreddit, many major 'evil' decisions just sorta dead-end with no follow up and you just sorta end up like that meme of confused Travolta from Pulp fiction.
Larian really should have focused on one or two of these elements. About the time when they considered adding freaking
Larian should have considered pumping the breaks a little bit. It's all just so overwhelming. Sure It's engaging for the player when you get all this stuff thrown at you one after the other, but after it's al lsaid and done and you have time to process it, the spectacle of it all starts to wear off and the shortcomings start to be more visible.