If there is an expected sequence of events that have to happen and consequences it will go against player freedom. I would rather have more content be like the goblin camp quest. The game doesn’t assume that something can happen. You can handle the situation in variety of ways and have outcomes that the game will respect. You are also free to use a wealth of scripted and systemic options.
I mean, the goblin camp really only has 3 outcomes. You kill everyone in the camp. You attack the Grove instead of the camp. You ignore the camp (And its story proceeds without you, which would be literally one of the issues the OP doesn't like, as it interferes with going off to somewhere else to pick up some powerful loot before coming back to continue playing the early game).
None of them have any meaningful impact on the story because despite Act 1 focusing on the Goblin Camp so much, it's not actually part of the main story. Like at best it just slightly alters some side interactions based on you being allied with the Absolute (If you attacked the grove) or not (Either of the other 2 options)
It's about as relevant and freedom producing as the option to detonate Megaton in FO3. A side quest with nothing at all to do with the main story that can have lasting impacts on the game depending on choice (Notably, the evil route of detonating it will remove the Megaton settlement from the map and most of its inhabitants will disappear, those that survive are able to be found as ghouls)
Which is why it has more flexibility in how you directly interact with it, because it doesn't matter what you specifically choose to do, the end result is the same vaguely defined 3 outcomes (Yes, the merchant will still mention "Someone running around attacking everyone" even if you only kill the leaders and/or use the spoders to kill most of the camp).
This is why side-quests are usually the ones that offer more options, because they have a lack of consequences besides maybe an isolated change in its vicinity. Meanwhile, story quests are stricter and have less options because all options still have to funnel back into the same storyline, as to create a meaningful alteration you'd have to write 2 entirely different storylines based on that one decision.
This is also why "Evil Path" is often so underwhelming, because in lieu of doing anything appropriately different, you are railroaded into the same heroic good guy storyline... You just murder more people to make it "Eviler"
Which alludes to something that BG3 does, which is having very little on the map directly related to the main story. Most of the story moments are camp scenes, especially in Act 1. Which provides more freedom in what you interact with and how (Of course, as always, such things are undermined by experience gains. Whereby in order to not become underleveled, you have to interact with most content and then are shoehorned into "Fight it" or "Dialogue option to bypass combat" because things like sneaking past or ignoring encounters does not provide exp. Though at least it's not as bad as DOS2 where you had incentives to both dialogue option AND then murder everyone for double exp)
However, this does end up making the few interactions that do exist, feel a lot more awkward and forced. Such as the Artifact, the whole Moonrise thing (Along with the Temple of Shar), the Emperor etc.