Needs a balance. especially in a game with this base design philosophy. Ultima base design philosophy was one of immersion. it resulted in underworld and the birth of immersive sims. That concept was core to TES, and then divinity:OS as well. that immersion is why we get worlds full of items, shopkeeper inventories which can be shop lifted, the ability to pick up barrels, and distract shopkeepers, or make shotgun barrels out of them. so adding these immersive systems are great, SO you can be creative like that. but it can of course go the other way too.. putting baskets on shopkeepers heads and blinding them.. abusing in and out of combat time separation to fight. using the systems to break immersion is just as bad. The correct solution is then of course to add another level as needed, or balance. shopkeepers should react to the baskets being placed on them in skyrim. and need hearing. in/out of combat shenangians should be fixed by putting the entire party into initiative like in tabletop.
restrictions and challenge generate fun. thinking outside of the box to use systems, is also fun. but then also often eliminates any challenge. telekinis and barrel abuse in divinity. so tis fun for about 5min, then just boring, as the same solution solves every problem over and over.