this reminds me of the 2 minute(might be longer) real time fear spell in Baldur's Gate. It was awful. Some things just don't translate well to a video game.
On the one hand, it'd have been nice if that spell ended as soon as combat was over. On the other hand, your ally running ahead in the dungeon into traps/other enemies was an important part of that spell's effects, and could add a lot of tension to the game...mostly frustration though.
Web, on the other hand, fuck Web (at least in P:Km). 1 minute per level, Reflex save to not be webbed and then an Athletics/Mobility to free yourself. Oh, Valerie with her negative Athletics/Mobility due to her armor literally can't escape? Guess I just have to wait for ~5 minutes. And unlike Fear, there's no risk that a character wanders into the enemy; they're just stuck.
So yeah, thought should be put into what spells have lasting post-combat effects. Although actually, Fear should be less impactful in BG3 since it's a turn-based game. In BG1&2, your Remove Fear spellcaster would have to chase after the scared ally who'd be running away in real-time, and thus you're often unable to catch up. Whereas in turn-based the target is frozen during your turn so you can more easily get in range to remove the condition. Something to also take into account when implementing lasting effects.