Long rest camping is nothing except a close area in which you stay something like 10min.
Having a real D/N cycle is the opportunity for players to explore more than once the same places with different feelings, encounters, ambiant, sounds, lights...
This gives consistency to a world that looks real whatever the way you're playing.
I can admit everyone don't need that to enjoy the experience but in a RPg, It looks very important to me.
Probably my definition of RPG is not the same.
BG3 will be story-driven and not a sandbox. As seen from the gameplay videos; the areas are very diverse. If you desire different outcomes, play an alternate character exploring another path ie. goblin camp vs. underdark. This will constitute a vastly more significant change than any mere night and day difference. A completionist playstyle may not be possible, I would dislike being able to solve a situation diplomatically and be tempted into returning to kill all for a second round of rewards for the same area.
Long rest camping brings the illusion of day/night cycles and is therefore immersive. IMO more so than going potentially for days without sleeping in a day/night cycle like vanilla Fallout 4. The original Baldur's Gate was likewise story-driven, and if I recall correctly, albeit there was a cosmetic/shallow day/night cycle, there was no point in returning to almost any area you had previously explored. In many cases not even possible. Sounds like Larian/BG3 isn't for you, try Fallout 4 on survival mode?