Agree or disagree as you will on how the conditions work in BG3, but any attempt to claim that the way conditions are implemented is broken fail considering the rules apply to all combatants. Any perceived advantage the enemy may encounter, your party can claim as well.
It's actually quite possible to denote an obviously broken mechanic where it exists. That it affects everyone equally does not make it any less broken or obviously improperly done.
Here's an example from the system itself: You have a spell which says "The creature must make a wisdom saving throw. On a failed save, the creature is frightened of you for one minute. The creature may repeat the saving throw at the end of each of its turns, ending the condition on a success." This is a pretty stock standard crowd control formulation. You'll even find tooltips in the game right now that read (when popped out in full) a description denoting this timing. The spells, however, do not work that way - They provide the targeted creature with a save at the beginning of their turn, and, if they should succeed it, permit them to take their turn as normal, unaffected, because the condition has been ended already.
This is clearly and unarguably broken, irrespective of the fact that it affects your party in the same way for enemy control spells.
It means that when you or an enemy casts one of these spells, the tooltip misleads. It also means that when it reports that the target of the spell, you or an enemy, would be making its save normally, it is actually making the save with advantage, because it gets to save twice, and if it succeeds either save, it is unaffected by the spell at all. If it happens to be making the save with advantage, it's actually making it with hyper-advantage - gaining the benefit of four rolls, and resisting the spell entirely is a single one of them should pass. This in turn means that the reported percent chances of gaining the spell's benefit are also incorrect and misleading.
It does not matter that both sides suffer equivalently of this issue, and it does not matter that many other creatures may have turns in between the caster and the target (I selected a condition that specifically gives no benefit until the affected creature's turn); it is a faulty implementation and thus a broken mechanic that throws out intra-systemic balance considerations completely independent of the player/enemy division.