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.
I disagree with your second point completely. The 5e rules are streamlined and simplified, and they function like a flowchart which is perfect for making a computer simulation particularly because you have the whole flowchart in front of you. The programmers get to be the DM when it comes to making the rulings on rules as written or rules as intended as they see fit, but that shouldn't change the fundamental way in which the game works (action economy, bounded accuracy). It is quite literally the simplest of the hardbound rulesets to date, if programmers could successfully make previous editions of the game both fun to play and sticking to the basic rules of the game(they did BTW), then this should be a no-brainer. And it really is a no-brainer because the Solasta team has done it. You can argue about the polish and the presentation, but at the end of the day the gameplay of Solasta is 5e. There are no abilities or interactions in the game that can't be done via computer, because the roll 20 system ultimately arbitrates a simple boolean answer to any interaction: True or False - did you succeed? Beautiful dialogue, story, etc.. it's all based on that simple answer and exactly what computers are designed to do, and do well.