I don't mind rest systems in general. It's just that in this instance, Larian chose the worst possible way to implement it.
If you're going to force people to full-stop and break the flow of the game just to be able to function, at least give people an incentive to do so outside of "I'm just here to restore my power so that I can get on with it."
As if the fact that even the most minor conversation in this mess of a game cuts away to an unnecessary cinematic wasn't enough to kill the general pacing, they opted to add even more of a punch to the forced pauses.

Pathfinder: Kingmaker handles the rest system in an extraordinary way, actually assigning non-combat roles to people in order to turn resting into a light mini-game at the camp.
Solasta: Crown of the Magister doesn't go quite as in-depth, but at least there's still somewhat of a summary screen with some simple decisions to be made and the potential for ambushes.

This whole "we're waist-deep in a dangerous cave, let's hit a magical button that somehow sees the entire party walking all the way back to a designated area where the only thing to do is to arbitrarily click on companions to see if we're far enough along yet to progress one leg of their story, only to be disappointed in the same canned responses and eventually end up walking back to the exact same point where we left off" thing is catastrophically disappointing. Doubling down on the disappointment is the fact that there's really no penalty or limitation on long rests, so there's not even a strategic element to employ where we can pat ourselves on the back for being clever by either managing our resources properly or by finding a way to game the system.

Larian's poor implementation of this system is going to find me playing classes and teams with companions without any magical capabilities so that I can just short rest and be on my way.
And don't even get me started on the whole "perpetual day UNLESS you're long-resting" bullshit.


I don't want to fall to bits 'cos of excess existential thought.