I don't understand why every class can hide and pick locks. I had the wrong character try to pick a lock (a cleric) on accident and they succeeded. This actually broke my immersion and is made no logical sense.
Any class can hide and pick locks in 5e D&D (in fact this has been true in all editions since 3e.) You don't even need proficiency. And this is a good thing - otherwise players would be forced to take specific classes. It makes logical sense, too, since most of the locks in the setting are not terribly complex.
Anyway the tabletop rules are designed to be easy to adjudicate for tabletop purposes. It would be a mistake to rigidly adhere to them in a computer game, which runs very differently. In particular the game's engine has access to complex field interactions that would be unreasonable to track on tabletop - are you suggesting they should rip that lovely system out? And with it, naturally aspects of the game have to be rebalanced. Similarly, there are some abilities and interactions that can only be adjudicated by a human DM, which requires that a computer game handle them differently.
Computer games should be designed with an eye towards what computers can do well, not what a human DM could do well.
Do you mean they should, in.exemple implement rounds of 6 Real Time seconds ? :P