I like a combo of 1 and 2. Resting should consume "rations" and the food you find could be combined to create a "ration" or you could buy them from traders. Food would no longer have a heal effect but is given a value. Let's say a long rest requires 1 ration, and a ration has a value of 10 food. Apples could have a value of 1, potatoes 2 etc. So you could use 10 apples to create one ration, or 5 potatoes. These are completely off the wall numbers, but hopefully makes sense for a concept.

On top of that, it should be tied to a 24 hour clock. If you want to camp at 2 or 3pm, go for it but now your stuck adventuring through the night. This makes a huge impact on how encounters would go, especially for those without darkvision inherently. 1 in game day could last 1-1.5 real time hour/s, and anytime turn based mode is activated, that obviously would slow the clock to 6seconds per round (both in combat and put of).

Regardless of how the system works, long rests should always go on a cool down, perhaps 15-20 minutes (and excluding time spent in combat) so it can't be abused. Then also give the player 2-3 short rests like how 5e was designed