I support not allowing long resting arbitrarily. It really dilutes the 5E action economy even further (it's already in a bad way) - why even have a short rest, as others have noted? I found perhaps one spot where I couldn't long rest. Part of a D&D game is managing class resources - and this is billed as a 5E D&D game. Resting is a fundamental part of this - and always has been in D&D. In Baldur's Gate1/2 you risked an ambush when resting (to repelenish spells, abilities, heal etc), unless you rested in very specific safe places. In Pillars of Eternity (not D&D, but mechanically similar in many aspects) you had to have supplies (which were limited) to rest. In Solasta (new 5E D&D game) you need rations and a fireplace (and you can still be surprised). In Pathfinder: Kingmaker (D&D) you need rations and a space for a camp - and you can still be surprised.
So: consequences.

I think the problem is that these concepts don't exist in DOS (where you could click on a bedroll in your inventory and get the 'rested' status - and your AP reset per encounter and you could guzzle source orbs, or teleport back to a source container to get all your source back...). That was how the game was designed, and I enjoyed it, but that is not D&D, and that lack of concern for resource management undermines the D&D aspect quite badly, for reasons many have pointed out. People who have not played D&D or who have but preferred DOS and want a game in the same vein, won't care about these issues at all. But they are immersion breaking for those who want a 5E experience, and will certainly reduce their enjoyment - and I'd wager there are quite a lot of those too.

The 'rest' camp reachable from anywhere - in the blink of an eye - hasn't been explained either. It could be explained (probably - some suggestions have been made that I could live with) , but at the moment it is very jarring and breaks immersion.

The excuse of requiring camp interactions (to explain why you can long rest whenever) doesn't hold up: other D&D games have had the same requiremenst for companions to unburden/tell their tale e.g PF:K, NWN etc), they all managed and kept track of time, without breaking the game system. I think as a first pass EA placeholder, while they are ironing out mechanics/class issues, it's OK - but I sincerely hope this is not what makes it into the final game. PF:K did a good job of allowing players to toggle on or off settings - including a core rules setting, but also allowing more nuanced choices for rules that some may/may not like. That might be a solution here, those who want the story interactions without the '5E rules' bother of managing resources could select options that suited their play-style.