Love that movie.
What you write is true, but it's also a dev's omniscient view. You know that there are x*3 (or whatever) more morning slots than morning-only events (including the main story, stat-building, and subplots) because you wrote and coded them. To a player who doesn't know much more about the game than what's on their screen (which one hopes will eventually be most of them), facing an ever-accumulating pile of morning-only events, and as a result searching for and finding the walkthrough (like the original poster), "just playing" probably doesn't feel like an option, because it's difficult to tell which options are crucial versus pure flavor. (And, to be fair, someone using a walkthrough was never going to "just play" in the first place.)
Yes, the dialogue tries to stress which quests are more helpful than others. Yes, obviously, one can always save/reverse course (or cheat). It's all very well done. But to someone who 1) plays the game, 2) uses the walkthrough, but 3) doesn't have all the background assurances provided on Discord or other sites (including this one), the options accumulate rather quickly, and a certain amount of stress over read/train/quest/subquest/story options is natural...especially early on in Book 2, when there really are a lot of available options, plus a lot of story standing between the player and those options. Book 1 tends to force the player's hand near the end of chapters. Book 2 forces the player's hand at the start and then loosens up, or at least so it seemed from what little of it I've played so far.
Again: I was calm about it, and will remain so when I buy the game and finally play my way past week two, but I've read everything you've written here and in other venues. I know it's all going to be fine. A less meta-informed player might not realize that the super-tight content locks common to other games are rare. (That said, they're not nonexistent, either. At least, that's what the walkthrough for Book 1 suggests. I didn't test the assertion.)