While Divinity has always lacked such a limit
Source points in DOS2. Cards/population/commanders in Divinity: Dragon Commander.
And even if they never had those, the next game is Divinity, not D:OS2 2, they should learn from BG3 and to create new systems altogether.
That's what happens when you remove the passage of time and a "tiredness" system and tie their absence to a rest that take place in a separate and instanced "pocket dimension".
I disagree. There is a tiredness system: you can literally do less as time goes on, by running out of resources/abilities unless you rest. That seems rather natural to me. I also don't think going to a camp is heading into a pocket dimension. People who go camping don't disappear into another plane of existence.
It's the same reason for which I have almost absolute confidence their own ruleset won't include anything resembling interrupts/reactions.
That would be a loss. I really like the reaction system. Actions and bonus actions too. More different resources means more varied ways to optimize your build. One fundamental problem D:OS2 had is that there was one way to optimize your build: physical damage and more physical damage, because that was the one variable you could multiply together. Meanwhile BG3 has many optimized builds and more reasons to pick something less optimal because of reactivity. So I definitely hope they are learning their lessons from BG3 and not just tossing systems aside because they think they are getting in the way instead of seeing how they improve the feeling of adventure.