Well, I imagine the dating sim actually skips through a lot of time because every time slot in a day is just like...1 turn. Though paired with the RPG elements, I can't help but compare it to Persona, which are large games.
I'm trying to think of a few Japanese games I played, but the first hurdle kinda is ... despite the utter cliché, I can't even think of one where I'd say "oh hey there's the classic 'villainess' character, this is the equivalent of all these manga" ^^#
To be fair, when thinking of dating sims or raising sims, I guess it's really more that these events are very simplified. Like maybe Christmas is in the game, but you give a gift, and it's one scene, and that's it. Cheap to make. So you can have a bunch of this stuff in one game, I suppose, if we imagine that this is just taking simple implementations and making them much more involved now that it's "real" people.
(not that I think the author thinks that much about what'd be "realistic" for a game, but just for academic interest ^^)