It can go the other way though, if you want to camp every hour instead of using the current mechanic, that's on you too. I maybe camped 3 times on my first playthrough, then I realized there is story driven plot points when you camp for the night, so I camp after every big story progression now just to see if I missed anything. I don't need to camp very often for combat.
Why is it ok to ask players to put up with one system, but not put up with the other system. One provides flexibility on the user, the other only favors one player base and punishes the other.
For long rest/short rest as a whole, I do think there should be some indicator when you should rest to encourage resting. Right now the companions just mention how tired they are when they are out of spells for combat. Some sections you can't travel to camp or fast travel, so short rest is required there. As we are in overland exploration, we are able to camp a lot more than intended probably.
As far as stealth, it "works" in some degree, but pathing is buggy. What is "SUPPOSED" to happen when you stealth is a white marker is left at your last known location, I have had enemies roam to that spot on their turn in combat to try to uncover me. So they are not supposed to just ignore you. You are supposed to hide and then sneak away from the last known location to avoid being revealed.
What they need to do is fix the pathing on multi-tier environments where ladders and excessive climbing is involved. I think that is what breaks the AI.