These things are, objectively, wrong with the resting system:
1. The camp does not exist anywhere you can find in the game world, and wherever you actually are when you choose to rest, you go to visually the same camp.
This is an obvious riff on the DAO camp idea, where it was also bad. Although you can expect the camp "layout" to be the same wherever you are, it would at least be nice if it looked like the region you were in.
If it is intended that the camp is always in a "safe" location ( given it contains a dog, a god, and various other hangers-on ) and the camp does not "follow" you, then a long rest should be possible without actually visiting the camp.
2. Much of the intra-party dialog occurs only at the camp, which seems forced.
Obviously this is beneficial when creating the A/V assets, since you know the location and don't have to try to merge camera angles with some random location.
On the whole, I guess I prefer restricting the conversations to camp if it means not looking up the nostrils/at the back of the head of the character I am speaking to.
3. Long rests are always safe.
Often DnD and videogames based on it have used the notion of safe/unsafe rest areas. The camp is a safe area, as generally are taverns/inns, player-owned buildings etc. The open road, the underdark, dungeons etc are generally not safe.
There are various consequences to resting in unsafe areas, including theft of goods, the potential for random attacks etc, but these are not reflected in BG3 as the camp we magically return to is classed as "safe".
4. There is no concept of time.
Long rests have only one requirement; that you rest/sleep for 8 hours, at least 16 hours after the completion of your last long rest.
But this is meaningless in BG3. Since it has no concept of time, this means that a long rest is available whenever you want, without even the cost of eating meals ( given how much food ther is in the game, you would think you might need to eat some of it for sustenance!).
This is what is, objectively, NOT wrong with the resting system:
1. That you can long rest after every encounter.
There is, as far as I know, no version of DnD that has ever existed that prevented you from choosing to rest after every encounter to regain spells and other class abilities, it that is what you wish to do.
It is not to do with class balance, not to do with tactical finesse, not to do with playing ability. It is merely a judgement as to whether you have enough resources left to enter anouther encounter without replenishing them. If you judge that you do not, you rest, unless there is some overriding reason not to.
Personally, like most of the other things that the TT players obsess about, I ignore the fact that I can min/max resting in the game, because I see no reason to do so. The game is more enjoyable role-played, without looking for advantages everywhere.