So long as it's not taking design inspiration from Bioware's 'press x in hotspot for 25xp' Codex derp. At its best, you wish the game was about whatever they're describing instead of Flash Gordon.
I don't care for kill xp, but I still think they should have XP be based on resolving encounters, which they've moved towards anyway, but I'd prefer (not gonna happen) a bigger commitment. XP as a reward for return to sender is pretty tedious design - sure, you can force players to return in the hope of getting LOOT / sexual favours / listen to an entertaining NPC rambling, but I'm far more in favour of letting players take initiative and go questing themselves than the rote 'Hoover up town quests, check them off, move on.' Why can't a player just take on an obvious 'antagonist party' like Medreth's and be rewarded for wiping them out for the way they looked at their dog? Muh story? Isn't the RP potential of being a stone cold murdering bastard worth letting people skip side-quest plot points?
This is play, for fuck's sake - putting a chastity belt on XP is just another way of saying 'You're playing it wrong' and only encourages degenerate behaviour. Read the quest? Nope mate, just doing this for the XPs, wateva.
For examples of 'resolving encounters', you can either remove mobs once the player hits a certain point - trigger the next scripted interaction, and the spiders outside are no longer relevant, dead or alive, so they're removed and you get xp for hitting the next stage. Same for going down a floor in a dungeon where you can't backtrack, although that's pretty crude - you can even allow backtracking though, on the assumption that anything not looted by the players vanishes with the inhabitants / loot rooms stay guarded, and the guards are a decent challenge to overcome (may or may not yield xp, loot should be enough here).
A slightly more advanced option would be - either try to clear the map of creature type X, possibly scripting in reinforcements/mini-bosses hunting you down for hitting a certain percentage cleared to make the whole thing more exciting, culminating in a long fight against the 'alpha' for the combat-fags, or using a mix of stealth, skill-checks and limited violence, destroy the source of the monsters/turn them against each other/etc.
Of course, asking Obsidian to do more scripting is playing with fire...
Infinitron - since you enjoyed 'trash' combat in BG, would you have liked it more if you were actually progressing more towards something more than tidying the map (Not a progress bar / 5/30 gibberlings killed but a bunch of Elite Mutant Gibberlings spawning at the edge of the map and beelining for you, revealing the gibberling nest once defeated) or would it wreck the relaxation?