I think if you view it as a video game with an expanded ability to interact with stuff, that might be the best way to look at it.
So for instance imagine the spell to talk with the dead: in many games, there would only be set, quest-relevant points you could use it. In BG3, I assume you can theoretically use it any time on any corpse (I've not tested this, mind). It might not be useful on the vast majority of corpses, but you can do it - obviously, limitations on what can be coded exist. Push chests you can't unlock into lava and watch them burn for shits and giggles. Pick up a chest and move it somewhere more convenient to come back to. Throw acoholic drinks onto or enweb your opponents, then set the alchohol/web on fire. Throw skulls at them, or that chest you were lugging round to put somewhere more convenient.
The other side of the equation is... so what? Only a small fraction of players will ever bother with this content. What does it really achieve? The dream of the D&D sim is that when you have a tabletop game, players think up all sorts of crazy shit, and a game to make that possible would be fun. But has it succeeded? Probably not really, which is why I'd say it's a normal RPG of that style but with an expanded ability to interact with stuff. As a video game, it's well in the upper half of that style... but in my view there are better.