I wished they went for a Pathfinder-like implementation. Have you 'home base' (which can be an inn, a more fortified campsite, a castle,...) where you have your social activities, non-active party npc are waiting and crafting, unlimited save resting (basically the camp from BG3); while on the road you have your on the spot camps. Supplies are required for resting (can be foraged by the party if they don't have it, but it will take additional time, though not possible while in dungons, there you need your supplies).

Short rests simply consum (some food and) hours (probably limiting them to 2 per long rest makes sense, but most will take long rests anyhow for spell/abilities) though no random encounters.

There are 4 roles during each long rest that party members can do:
1. Foraging - based on survival (instead of using own supplies, depending on the success you either get them within the lenght of your rest or you need to spend more hours)
2. Camuflage - based on stealth (success means you have a significantly lower chance of a random encounter)
3. Cooking - based on something (give a sime +1 bonus to some stats until the next rest)
4. Gaurd - based on perception (on a success you notice the random encounter before they surprise you).


Naturally PF: Kingmaker had a timer (though by far not as punitive as it may sound, at least from my experience with the EE) so wasting time could make quest harder or have them fail - an urgency that BG3 doesn't have - for better or worse (some like it others don't, but that's a problem in pretty much every RPG I've played as narrative coherence gets challenged by user experience). Also their simple bedroll or more elaborate campsite made it feel even better.

BG3 sadly took a mechanic from DAO put it into a D&D ruleset and achieved a immersion breaking and balance effecting situation - in DAO you had no reasons to go back to camp in the middle of a dungon and even if there was no short cut for it. At least nobody forces us to abuse the resting mechanic. I barely used it in my playthrough and most of the times just because I was trying to figure out if there are more companion interactions. The current state doesn't bother me, but I think its gameplaywise a very boring and unimmersive solution.



As for the argument pro or against random encounters:
I think Pathfinder had a good solution. I had only a handful of attacks at camp through over 100h of gameplay. Yeah, there might have been 1-2 situation where i simply reloaded because I didn't want to bother with a fight, but before you say that there should be none because you don't enjoy it, keep in mind that for many resource management in D&D is part of the fun and if you have full control of when you fight and you can get there always rested the game becomes trivial and boring. So random encounters should at least be something difficulty level turn on or off and might even effect the rate of occurance. If the mechanic isn't introduced by Larian than you will probably not be able to even mod it in, while turning them off is probably a very simple change.