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Goblin Bosses have 21 HP (6d6 HD) (Max HP = 36)
Also, you can adjust monster stats to make encounter's tougher.
Because fixing the combat is one of the easiest things they can do. I agree that some of the enemies may be of a higher CR, but like... the Owlbear they have is a Medium encounter for a 4 person team of level 3's....
I'd take it further. Above are vanilla stats for basic goblins. Most of the goblins I've seen in BG3 have extra descriptives (ie. Goblin Tracker) which means they are custom built per the rules in the DMG.
This is the first game with 5e rules, others use ADND, 3rd Ed, or 3.5.
I'm currently slaying everything in my path as a duo-party of Lae'zul and my own Gith fighter. The primary tactic? Both have 17 STR and the Gith racial Jump spell...so I just jump around the battlefield to either backstab high-priority enemy DPS/casters or occasionally sniping safely with my 14 dex bow (after I inevitably give myself height advantage from moonjumping around).
Favorite fight so far was the goblin village - being able to jump from one roof all the way across to the other, slicing a gobbo, then next turn picking up and throwing them to their deaths down below just felt peak D&D to me. Perhaps you should try being more creative with your approaches to fighting and you'll be less cynically incorrect about things.
Also because the numbers on the levels are so small, character progression is not smooth, the power spike for each level is huge, avoid fighting level 5 monsters when you're only 3, save often.
Understand though, that this is a non-polished game. Part of the point of the early release is, quite frankly, for a wider audience to do play testing and providing feedback. I garuntee if you come back next year or whenever the game is finished, it will be much better than it is now.