Thats a problem with a lot of direct adaptation of pen and paper RPG. Most of them are built with the assumption that a DM will be overseeing things, and they'll punish any of those cheap tricks. Unfortunately, video game AI aren't there yet.
Eh, I see it more as Larian embracing a more sandbox style rather than limitation of technology or design. It happens in TTRPGs too, where the DM just goes "I genuinely did not even think of that and it completely breaks my plot, but it's cool so let's roll with it". Divinity Original Sin 2 allows for a lot of similar gamebreaking, but in response the higher difficulty modes break the game straight back at you. I tried DOS2's higher difficulty once, and right in the starting area enemies start out with way more diverse movesets and resources the players don't even have access to yet at that point. BG3's escalation curve is much more gentle: you don't see enemies chucking Fireballs in act 1 for example. BG3's encounters are also a lot more fixed and less malleable than DOS2's: they're specifically designed with unique abilities, arenas and dynamics for those particular fights. Whereas in DOS2 the enemies can just draw up more abilities from the universal pool, but in ways that completely shake up the dynamic.
I've made it to act 3, and it blows my mind that even after 250+ hours in this game I'm still discovering new quests and content. Granted, Larian have been adding to it and patching it a lot since my last playthrough, but I still had no idea of the connection between the painter quest and Mystic Carrion. The complexity of how the quests interweave is just mind-boggling.
Speaking of breaking the game, I'm now at level 11, where the game turns more into a sandbox of finding out ways to utterly humiliate the enemies. I finished Shadowheart's quest, and the final fight was a total riot of juggling the enemies from within a Globe of Invulnerability with Wall of Ice followed by Ice Storm followed by Hunger of Hadar followed by Black Hole... I was laughing like Beavis and Butthead by myself as the enemies were hopelessly outmatched. I also completely stripped the Shar door of its mystique by just opening it with Knock. In another fight I blasted a cluster of enemies with Cone of Cold, and then immediately Quickened Spelled another Cone of Cold on them. Letting go of the usual RPG hoarder mindset and just embracing spamming the most powerful abilities and consumables and taking plenty of Long Rests has opened the game up in a whole new way.