Take Dragon Age, for instance. Very early in DA:O you're told that mages need their mana potions and some get addicted to the stuff, become druggies and shit. You also uncover that even some Templars get hooked and become dirty cops, helping mages smuggle magical cocaine. Sure, great premise, I like it! Except...you can have as many mages in your party and mana management will never lead to addiction, legal troubles or anything of the sort. The narrative and the gameplay exist in different realities. That's the hallmark of a mediocre game. Same goes for blood magic: you can cast all BM buffs in front of templars, nothing is gonna happen, lol.
A lot of these mechanics were designed and then scrapped from final implementation. I think DAO's game logic has dead variables for lyrium addiction and the Mage Circle questline has a fully prepared cutscene where Wynne turns you in if you're a Blood Mage.
They decided that it was better to avoid punishing the player for gameplay decisions, a retarded and terrible idea. I think they also removed it because of lore changing and the Wardens having more Mages than this dialogue indicates, but that would've been just re-voicing 1 line. There's a mod that returns the cutscene in question:
https://www.nexusmods.com/dragonage/mods/336
They were also originally going to implement darkspawn sickness (and I think disease in general) into the game, where your party members could sicken and even die and you would have to join them to the Grey Wardens. None of that shit got implemented. Just like the Dwarf Noble Orzammar questline and so much other shit. In the year after EA took over Bioware, a lot of finer details got casualized and dumbed down. Originally Intimidate and Persuasion were separate skills too, for instance. Not that this is strictly EA's fault. It's clear that Bioware did a lot of dumbing down and reductivist design of its own. They followed the "dream big -> trim it down to size" model, with many bad cuts in the process, that led to a considerably less coherent plot and narrative. Loghain's betrayal for instance became pointless villainy since they cut the subplot where it was revealed that Cailan was going to divorce Anora to marry Celene and basically end up merging Fereldan territory back into Orlais, and Loghain learned of this which is why Cailan had to die even if he had to throw the battle. The Dwarf Noble subplot was extremely obviously meant to be followed up on with a unique questline in Orzammar. The Dalish subplot also became ridiculous when Bioware decided to hand you the ideal solution on a silver platter instead of doing the "Dalish want you to kill Werewolves, Werewolves counter-offer with grievances and reasons to kill Dalish, and you find out a best solution
if you try hard enough." The blood magic option to free Connor lost weight when getting the Circle involved became an obviously better option (originally if you tried to do that the demon would go to town while you were gone and everything would be ruined). There was a lot of chickening out in the direction of making things more convenient than was sensible.
So naturally we end up with this shit, like blood mage characters that never get called out for being blood mages, a party that never accumulates darkspawn corruption, lyrium potions that don't cause addiction, and so on. It wasn't that they never thought to do these things. They were planned, and then they were cut, in large part because they didn't want to make things inconvenient on the player. And the result is precisely this load of ridiculousness about the narrative not holding up through the gameplay and everything being dumber for it. If Baldur's Gate II had been designed like this, the Cowled Wizards' prohibition would not have been applied to the player character at all and people would be mysteriously blind to the fact that you are a spellcaster, much like how in DA2 the Templars never seem to take note that Hawke is an apostate mage (especially if he's a Blood Mage at that), despite how ridiculously
stupid that makes everything.