I think your experience is different due to the Polish language issue and because you have World of Baldur's Gate which is essentially just a massive megamod compilation for Polish speakers.
BG Trilogy has it's counterpart Enhanced Edition Trilogy, and EET is a much better platform than BGT because as I understand it, EET does not block off old areas when you progress in the story. So from Athkatla you can actually go back to Beregost or BG, that allows the world to feel more open, and you can actually finish content you missed before. It also allows for mods that have content crossing back into previous areas of the saga. As I understand a few mods like Cowled Menace are already doing this.
Regarding WoBG, a lot of the mods included are older ones with mostly horrible balance, cringe content and recycled areas. Now most of these mods are available for the EE also but the question is why would anyone even want to play them? Dark Horizons for example apparently is based on the plot and characters of the movie La Femme Nikita. Darkest Day just clones Beregost and other locations from BG1 and IWD, renames them and adds them to BG2. Why would someone want to play a massive modded game visiting the same locations over and over?
WoBG modifies Dark Horizons and Darkest Day specifically to correct the balance and not have Beregost clones. So it is not a mega-mod, but it's own thing.
Here is Soubar from original mod:
and here is how it looks in WoBG:
If you prepare your own mega-mod, no matter if it is Polish or English version, based on EET or BGT, you'll run into the issue of not having tons of amazing mods for BG1 part of the campaign.
I'm not sure if going back to BG1 areas is strictly impossible in BGT. I had not tried it in either BGT or EET.
Also I'd like to see someone preparing 1000 hours campaign based on EE / EET, actually testing it, and making sure that it does not fall apart due to bugs, balance issues and 'mandatory' NPCs in your team.