PnP is a slow paced roleplay intensive game. cRPG is more action and puzzle based, and far more fast paced. Resting after each encounter in PnP makes sense. Usually, you've gotten in a bunch of roleplay and storyline in by the time that happens. It makes zero sense in a cRPG.
You're right that PNP has differences. That difference is not "story". Baldur's Gate is a story/roleplay-driven game. It is not gameplay-driven and it never has been.
The main distinctions between PNP and a video game is: 1) Video games are better at maths. Some mechanics for PNP exist not because they're better but because the maths is easier. Rolling dice for damage is easier than the complex RNG used by a game like Final Fantasy. This allows for a better, more realistic and immersive simulation. 2) PNP is better for improvisation. In a video game you need to plan everything ahead of time, while in PNP the GM can improvise new mechanics, new characters relatively quickly. This means you have a lot more flexibility.
None of this has anything to do with the rest mechanic though. There are many ways you can implement a "cooldown" mechanic or a "mana" mechanic in a tabletop game. There are also plenty of other tabletop roleplaying games without rest mechanics, and even when I've played D&D the "camping" wasn't really seen as a roleplaying opportunity.
The "spell slot"/resting mechanics used by D&D have nothing to do with the limitations of the medium. It's a deliberate gameplay design decision.
I'll be honest: I don't even prefer spell slots. My preferred mechanic is mana (which would still mean having to rest), but that's not D&D.