That's too bad. I always advocate failure to be an option. I mean a leader of an organization is supposed to manage and make sound decisions. If we can beat the game doing whatever then it diminishes the importance of listening to advise and being calculating. It's pretty much the reason that I don't like playing good characters. I don't feel that special when I save all the kittens without any ramifications ;p
I think awakening had potential. You don't manage well, the people revolt and you are forced to put them down, or you lose Amaranthine/keep. The finale wasn't tied to this though so it didn't hinder your ability to beat the game but the scale was small as well. DAI seems to have a larger scale. I'd like to see a scenario where if I don't manage well I can't beat the game. I have a lot of ideas for a management simulation but I don't know how the game will be so no point in discussing it. 
I wouldn't say our game is "do anything and you succeed" especially if it depends on what you mean by "succeed." I think, for the most part, the idea of "you can do anything and get to the end of the game" is interesting (if expensive), and it's up to the player to decide if the consequences of the decisions the "anything" that they were doing was satisfactory.
But even back in the late 90s people were not happy with Fallout's timer, though it made perfect sense to me, and it was eventually patched out. So I think it's trickier than it may seem to find a good balance.