The idea iteself of such a cataclysmic event is not the problem(it can be for some). It is the way it was done that was the main problem. An RPG, driven by its mechanics or its story is supposed to let you makes important choices, choices that matter, put you in difficult situtations. In most of the main quest you do nothing but simply be a bystander to whom the Gods give orders. The Gods themselves were, to be polite, poorly written(irrationnal, childish at times, out-of-character and unwise). 3 factions among the Gods, none tried to convince you proper, its boring
. It is a bit like Thaos, just even stupidier, more dangerous and now you have to work with them. Worse, the only real choice was at the end of the questline, so it's probably not a good thing in the mechanic and story departments for a big RPG such as this one.
Of course you could side with a faction in order to influence the region. But those choices concerned the region first and foremost and not the gods and their plot. As for the passage of time ingame, only one the challanges, added later, fixes this problem. Two part of the game cohexist and not in the best of ways, the main quest feels inconsequential because nothing happend three month after the start your journey/exploration. Tyranny at least forced you to go through chapters(kind of) and once you were commited to a place, you could only turn back at the end of it or by reloading.