I got into a temple (finally) after finding a particular item on an NPC, only to find that the only tiles that weren’t covered in solid rock were the upslope tiles. I got the bright idea of blowing them up with some C4, so I got some from the back of my car, went down, set it, went up, waited a safe distance away for a while, and went back down, only to meet my immediate demise as the C4 popped back into existence, realized that its two turn timer was up (despite twenty or thirty turns having already passed in the aboveground world), and blew me to tiny bits of ex-survivor. (Fortunately, suspecting that this might happen, I had backed up my save before trying this, so the only harm I got was the trauma of having to immolate my own corpse, which it turns out burned very nicely thanks to the couple of molotovs I had been carrying at the time of my death.)
The same thing happens with fires. Light a scrap of paper on fire and drive away, spend months in another cell, and come back, and that scrap of paper will be merrily blazing away where you left it.
This also has the side effect of making forest fires actually not dangerous at all: as long as you can move faster than the fire spreads, it’ll never spread from the place you started it to a place you’d rather not see burned to the ground, even if there’s a contiguous forest between point A and point B.
I’m not saying that the game should track the timers and spread-to-adjacent-tile rates of all out-of-bubble elements, which sounds more or less impossible. But as something to consider for future releases, maybe some intermediate solution could be reached?