There is a balance certainly between having a cinematic narrative experience with limited pathways versus a systems driven choose-anything-under-the-sun and see where it goes - in the Cyberpunk 2077 version of things you get a smoother narrative and it's easier to have high quality VA outcomes. In the BG3 version of things it's much easier to run into "clunky" outcomes or just break the game entirely if you get too weird in your choices.
That's oft kinda the point... some may perceive "weird" things happening like bugs. For others (like me) or the devs of such games, it's a gift from heaven if it hits. In Ultima 9 for instance, players built bridges over water with items that could swim and thus got to places they otherwise couldn't access (yet).
https://www.it-he.org/u9_otwab.php In BG3's EA, I threw a bunch of skeletons about to rise when you pull a lever into a nearby firetrap, problem solved. There was also that story in Skyrim where people put buckets over people's heads, thus blocking their simulated "line of sight" and then they robbed them, er, blind.
About extremes: The Thief reboot didn't even let you jump wherever you wished. It also restricted where you could use rope arrows by making every action contextual; e.g. the rope arrow could only be shot in the few places of the levels where the UI said: "Here you can shoot a rope arrow now and climb that." They did this all because unlike the original Thiefs, they went for a cinematic experience. Levels were also far more linear to begin with. This was all done to ensure you would pass the checkpoints in the levels where cutscenes would advance the story because if you would miss them, nothing would happen. On the occasion, the cutscene style of storytelling even demanded YOU GET CAUGHT EVEN IF NOBODY SPOTTED YOU IN THE LEVEL BEFOREHAND. In doing so, they were developing fundamentally different games than the originals from the go... which was part of the reason why the fans of the original games rather went with say, Dishonored instead.
Bit OT though.

That said, when I did the skeleton thingie in BG3's EA, throwing them into that firetrap before they rose... There is actually a scripted cutscene showing them rising each time you pull that lever. The cutscene, being a scripted thing after all (it's just a prebaked 3D movie, as cutscenes all are), showed the skeletons still rising in the place I had them removed from. That was only the cutscene, naturally. In the actual "gameplay", they rose in the firetrap and were dead. Larian's design, in particular for BG3, could be considered as a weird clash of going all-out cinematic and systems driven design... and this shows if you can "break" cutscenes that way. The devs of Thief, for instance, never had any traditional cutscenes in the gameplay happen, only in between missions. However, as Larian have argued, they went "cinematic" in a bet to attract a wider audience. And it seems to have paid off here.