It simply does not work, so it is probably a bad thing.
First, it goes against the invited gameplay: players are called for gathering information, yet the translation of the information gathering into advantages is limited: gear up appropriately, prepare the belt etc
One of the Witcher games had a reverse issue: you could use potions before fights but there was no opportunity to know your enemy before the fight. The information gathering was non existent and rely on playing the game first.
Second, the game was not supposed to be a collection of arena fights but a succession of fights fought with different starting conditions, with the starting conditions influenced things like performances in the previous fights, the relationship to the environment etc
The player is nowhere near to balance the resources vs a series of fights, the only thing they must do is balancing vs one fight at a time.
Loot and its weight: no influence on the fight, potions, scrolls, useless to save them for a fight that might come later etc Con as a bank of health, useless. Increasing the number of spells a wizard can get (when levelling up) useless etc
At the moment, many features have been turned meaningless.
The developper is hardly to be blamed here, they had to deal with players pressuring them to degenerate their product as players did not like real time with pause products. The developpers had to face maffia behaviour, it led them to release a product with a weak, inappropriate interface to support real time gameplay while they were forced to cater to the needs of "ugoigo" players by providing them with a sub system to emulate the functioning of this type of games.
When people prevent you from getting your priorities right, it gives things like PoE fight experience.