Baldur's Gate 1 and 2 were practically built around the concept of incessant quick-saving and reloading. Metagaming has given BG a long afterlife, helped by things like Ironman modes, or solo class combos or speed runs or such, as well as mods to make the AI more punishing over time, but even when it first dropped the load screen was constantly reminding you to save and save often. A good boss fight was one that needed to be fought more than once or twice. Its kind of a defining feature of those games. They leaned heavily into Save/Rest flexibility to make D&D work for an RTS style RPG and I thought handled both pretty well. This game, BG3, should try and model itself on the successful approach of its predecessors. Making saving/reloading/restarting more difficult or unnecessarily complicated by default is totally anathema to BG in my view.

Baldur's Gate is basically groundhog day, or the 10 minute time machine like Dr Strange. The whole playstyle is basically like, "Ok now that I know, lets do it again! Again!"

BG2 was also successful because it took some liberties with things weapon proficiency/mastery or introducing new class kits. Some of those I didn't really like over BG1's approach, since it made some pure classes kind of obsolete, (especially the priests Totemic Druid>Druid, Priest of Talos>Cleric etc), and making weapons proficiencies so specific also balkanized the character builds into being based more around equipment, but still, that opened things up for a lot of reload replay. I don't recall ever hearing the term savescumming till I came here, that must have come from other games. In Baldur's Gate that's just how the thing played lol