Yes, Divinity 2 certainly had similar traits but from what I remember, it was far more forgiving for the player who wanted to continue through the handful of main quest lines. It rarely simply mentioned to "seek out a way to acquire admittance into this place" with ever so little information of what that "way" might be, like Divinity: OS and EE so often do.

And in Divinity 2, I loved the fact that Mind Read mechanic in the game could so immediately provide you with a hint or an answer for most such quests. Some exceptions like the tree that speaks in a different language in the expansion part of DkS, striking people with lethal lighting as they come close, needed the player to search for something on their own. Even then we had hints being provided through the spirit inside of the character telling them what to do or what to find.

Basically, it would be nice if D:OS 2 has more direction and freedom when it come to picking and completing quest lines as opposed to random and abrupt halts to the progress with little to no info given on what is needed to be done. That and more options to just allowing the player to progress through the quest line but with a price for not taking the traditional route to finishing something else first.

For example, let the demon guarding the stone door also be same person to carry the key to the entrance. Use other elements like companions to warn the player that they should fight the other demon and free the spirit being held hostage by him nearby, before entering. Provide some incentive to complete that or penalty/consequence for ignoring that rather than holding quest progress hostage by giving the rune stone to the other demon far away, with very little explanation.