See I hear this a lot but in truth you can pretty much rest as much as you want in Solasta as well with no consequences. Its not like you can only use a rest area once, or can't leave a map and rest by travelling. There are a scant few situations where you are stuck in a string of combats with limited rest potential but I can count them on 1 hand. Solasta didn't create a solution for this unless you implement single use rest areas or false time constraints its impossible.
It's not very difficult to rest in Solasta, but it
feels very different than it does in BG3. The notion of resting in a game, in general is a little tricky, because there's some circular logic at work - you can only long-rest once per day and a long-rest marks the end of a day (the latter isn't present in 5e, but it does seem to come up often in video games). It's easily resolved in a tabletop game, because you have a DM to say "it has only been two hours since you woke up this morning, you can't go back to sleep yet".
In a video game, it's harder to do this because there's no DM to use their judgement about what fits into a day (and what fits into a day is very important, because 5e's mechanics are all about resource depletion over said day). What Solasta does is it spaces long resting campfires out throughout each map, possibly about a day's worth of content apart from each other (I don't have a strong opinion about how well they did). This gives the player some expectation of about how much stuff they should be trying to get through between long rests - it establishes a challenge for them to try to meet. And if you get yourself stuck, you can usually retrace your steps back to the last campfire - it's not
too onerous, but you definitely get the sense that you could do better. And even if it doesn't mean that much, they show time passing. This helps to provide at least a little verisimilitude. Solasta also does a very good job of explaining what things are happening during short/long rests and making sure that the player has the option to be involved in those things.
BG3, on the other hand, does nothing at all to communicate what is a reasonable amount of stuff to try to do between rests. I want a goal that I should be aiming for, but I'm not given one or even enough information to come up with my own (which is why "don't use it if you don't want to" falls on its face). They barely even communicate what rests are for. Right now, there's a free-HP button (short rest) and a free-get-restored-to-perfect-health-with-all-of-your-spell-slots button (long rest). Mechanics that are designed to interact with short/long rests (e.g. spell preparation and Arcane Recovery) have had that interaction removed. There is nothing that gives the player a sense of how long a day should be, so you're basically adrift. The kicker is that this storyline really suggests that there should be some urgency. Whatever your opinion about what you'd like to do with the tadpole, most folks are really going to want to get that thing in their head dealt with ASAP. But ASAP doesn't mean anything in BG3.
Sure, Solasta doesn't have a silver bullet for making the resting system perfect, but they put some effort in and it's decent.
Again, ritual spells don't work in bg3 because time doesn't exist and it doesn't fit with multiplayer. Solasta, not having multiplayer, can do whatever it wants. Its not a sandbox game.
This is where some sensible home brew could come into play. If a 10-minute ritual doesn't work well in multiplayer, make it cost something else. You're saving a spell slot - if you can just cast it instantly with no cost, it's just a free spell. Maybe the ritual version of a spell requires expensive components that get consumed when you cast it, so there's a gold/item cost. Maybe the player has to actually learn the ritual and there's some kind of mini-game to perform it correctly (with potential consequences for failure). I'm sure there are plenty of good ways to make casting a ritual spell feel unique and interesting, that would also work in multi-player.
And you know, the funny thing is its a problem with D&D itself - the rest mechanic has always been this problem that never really got solved. Or well, its been solved but D&D never caught on to the solution...yet...
I'm not sure what you're saying is a problem. I've rarely had issues with resting or ritual spells in the numerous tabletop games I've played.