Unfortunately, the only reference to time that we get is that a bonus action spell takes the same amount of time as any other bonus action, but, ignoring the fact that there is no reference to ticks and no reference as to whether these are good or correct values, and that there is no reference to how long an action is, this is okay:
Bonus action: Dash 6 ticks
Action: Meteor Swarm 10 ticks
Reaction: Shield
Total: 16 ticks + Reaction
but not this:
Bonus action: Healing Word 8 ticks
Action: Dash 8 ticks
Reaction: Shield
Total: 16 ticks + Reaction
So with two turns that take the same amount of an imaginary unit of time, restricting reactions still does not fit. The thing is, these ticks are made up, and they might be able to be adjusted in some way that makes the combination of bonus action spell with other stuff take longer. However, it is a made-up explanation which does not answer why this works:
Bonus action: Dash
Action: Meteor Swarm
Reaction: Shield
but not this:
Bonus action: Healing Word
Action: Dash
Reaction: Shield
Someone can call meteors from the sky, run, and shield themselves but not heal someone at a distance, run, and shield themselves. They can even heal someone more by touching them (cure wounds), run, and shield themselves. The only difference is that one of these uses a spell with a casting time of a bonus action. The misty step vs dimension door is another great example. I can teleport much farther (or the same distance!) with dimension door and still be able to use a reaction.
So, using what is actually in the books (and play experience by the rules), is there actually a good reason to exclude reactions from a turn that had a bonus action spell (or vice versa)?
Additionally, is there a good reason why an eldritch knight can cast 2 fireballs using Action Surge but cannot cast misty step and then a fireball with Action Surge?