Resting DOES belong in ANY D&D game. It's been part of the game since it was just a module in Dragon Magazine, and in every version since. The example about stealthing to get out of combat and resting isn't a problem with resting, wizards, or stealthing.. I'ts a problem with groups of enemies not being tethered together properly, and how NPC will just stand there and yell at you if they can't see you, instead of looking for you.
I agree that it's annoying to HAVE to go back to camp so much. You have to if you want to switch characters, progress the story (even to just not miss something you have to go camp all the time), as well as just resting to regain spells and heal. Also, it's stupid that when you replace a character, the character you removed doesn't heal when you rest. He/she is still in camp.
Having to go to camp to replace a character is ridiculous btw. Also, when you get a new character, you should be able to immediately tell one of the characters with you to take a hike and bring the new char with you.
The hp bloat and other overtuning of monsters (ie flying minotaurs with AOE damage and knockback) make NOT being able to long rest all the time kinda ridiculous. HOWEVER, I'd rather play the game as written in the tabletop version. I'd rather fight actual swarms of goblins then a handfull of goblins that have as many hit points as an Ogre in tabletop. The hp bloat also breaks ALL spells that have target hp limits to effectiveness.
I guarantee that you would not want to fight swarms of goblins after the first fight in which you will have to wait 10 minutes for your turn. Already at this point, fights with a large number of enemies take a long time, even when the AI is working properly. An additional increase in the number of enemies will not be good for the game. In turn-based games, fighting with smaller, stronger groups of enemies is always better.