And finally, what is even the point of resource management, if there is no difference if you take 1 in-game day to finish act 1 or n days to finish it. You are then just resource managing whether you will fail your playthrough or not. How is that fun?
I think at least a few of us would prefer it if there were a difference between finishing act 1 in one day or ten days. Long rests (which, by 5e RAW, you can't take more than once every 24 hours) mark the passage of time. Time should mean something. Currently, things in the world don't change when you aren't actively interacting with them. It feels unsatisfying.
Sure, I get that, and I kind of wish that was the case. But at the same time, putting a timer in a video game is not super great, not to mention hard to implement.
In PnP the DM sets the timeline and can adjust it if they want. But more importantly, the players have no way of knowing of how their actions change the plot.
Whereas in a video game I can roll up a new game and find out that if I choose to help an old lady across the road then I won't have enough time to save an orphanage from burning down.