Way to pick one of the non-innovative parts. Good job, attacking a strawman!
DOS1-2 games have done and tried things not many RPGs have: interactivity with in-game items, a narrator, third-person dialogue choices, ability to split the party, party PvP and doing quests on opposing sides, environmental surfaces interaction, spell / ability interaction and combos, "origins" as companions and playable characters, tag-based backgrounds and dialogue choices, etc.
Something not talked about a lot but is probably one of my favorite parts of DOS2 is how open-ended the quests are. They just give you a finish line and tell you to find your way there.
e.g., escaping Fort Joy. How many damn ways is there to complete that?
Second act you're basically told "go find someone to teach you how to source, noob". If I tried to map out the ways you can finish this it would end up looking like a massive maze.
Every time I replay the game I see different quest resolutions and entire quest chains I completely missed. Even if it's tiny details, like deciding to eat someone's head as an elf when I was supposed to turn the head in for a reward and it leads to a completely different path in the quest.
Nethack has the popular saying "the devteam thinks of everything", and D:OS2 is one of the few other (modern, anyways) games that feels the same way.