D&D, ostensibly the core of what BG3 is based on, is a resource attrition system. Nearly every skill/spell in the game is based on the assumption that it is consuming some resource that will have some cost to replace. This is an attempt to implement that cost and I think it's great that they're doing it; without it, there's no way to balance the game's mechanics without tremendous amounts of rework. The points that Saito brought up about new narrative and mechanical possibilities are great. I'm excited to see what they do with this.
All that said, let's see what this looks like - there are ways to implement resource management to create pressure and interesting decisions without being particularly onerous. This isn't a wilderness survival game, so I don't expect extreme scarcity to be an issue. Hopefully, it can be tuned just enough to push players to see how much they can accomplish without taking another long rest, but not have to think about food all the time.