One thing that bohers me is when there's a blatantly and unabashedly fake sense of urgency or metaphorical "ticking clock".
These turn up a lot in RPGs, generally in one of two main forms
1.) The apocalyptic final battle that can be put off until whenever it's convenient. The battle for Hoover Dam at the end of Fallout:New Vegas is an example of this. The game makes a big deal about how this battle is imminent and the preparations for it are time-dependent, but in practice there will always be enough time to complete all the side quests, including the one that involves walking to Utah and back. In this example the side-quests are in fact more time sensitive, as the game ends after you complete the main quest line
2.) Even more extreme are the overly passive enemies who wait around for you. The most extreme example of this that I have encountered is in Champions of Krynn where at the end of the first dungeon you can stop and rest for 8 hours to recover spells in the middle of a chase scene. Less extreme examples of this occur all over the place; In many D&D, Fallout, and Elder Scrolls videogames and many other videogames besides. You can generally leave a dungeon (to rest, or sell loot, or whatever) after partly clearing it and then come back without the remaining enemies having regrouped or shored up their defenses or even moved around into different rooms than they were in when you were there before. Often you can even rest in the dungeon, even in central areas that one would logically think would be well trafficed. Occasionally there will be a wandering monster, but never one that thinks to raise the alarm.