Let's think about this issue in bigger picture. Since we can long rest after each encounter we are actually missing any resource management system. We are only managing limited resources during encounters, not in between them. And I believe this is an issue to be solved somehow. Healing spells outside of combat are useless, Warlock short rest spell slots are useless, etc. The proposal for having a component pouch which will cost some money to recharge is at least some way how to introduce resource managment system between encounters. Not an ideal one but it scratch the same itch.
I'm having this debate in another thread, but how many difficulties are there, and what are their confirmed rules. We are essentially playing the game on what counts as Normal. Even with that, I'm managing to have to have to manage my resources. How? I'm not exploiting LR, for starters. It's amazing to me how, with 100% control of whether it's an issue or not, people are still complaining about something that's optional for them to use.
From game designer perspective you need to decide first wheter you want to implement any limited resources at all and if yes, it's important to keep it simple. Remember that resources are an abstraction. For example HP and Mana bars are one of the best inventions of game design we have. It's robust and simple. Any more different bars (food, water, fatique, vitamins, oxygen, separate bars for separate body parts, ...) will probably not make your game any better unless it's your very core design decision.
DnD have limited resources in form of HP and slots for spell and abilities (just a different representation of Mana), plus optional lifestyle expenses in gold which can abstractly covers all material requirements (food, repairs, mundate ammunition, components, ..). It's also very simple and very robust. You need rest to replenish your HP and slots and you need to go to adventure to have money for lifestyle expenses. But the longer I play BG3 (over 100h now) the more I feel Larian does use DnD only as a flavour, not an actual mechanic which drives the game. The game is driven by story and visuals (edit: with no intention to have any resource management.)
Unless I'm playing CoD MP, a game is supposed to be driven by story. The story is the point behind every DnD module ever released, not resource management. I don't recall any modules called "How to rob all your players of resources, and make them like it" or some such, but there are tons of modules with different stories to tell. Note: I'm not just talking about cRPGs here. Every TT module is driven by a story. So I guess that that's the point? For every post like this one, there's another complaining about DnD mechanics, like die rolls. Some I agree with, others leave me going "but, I thought they wanted this to be 5e DnD??"...