Honestly I'd also be fine with Larian completely removing the camp stash during Act 1, assuming of course that they also remove many of the trash items, severely reduce the amount of food found, and consolidate all food into stackable "rations". In a more immersive world (namely where the dumb, gamey teleportation sigils are an out-of-universe player convenience and not an in-universe travel mechanic) our camp each night would be in a different location as we travel and explore. Keeping a stash of ~unlimited carrying capacity is then unfeasible.
Not a fan of instanced camping in the first place, to say it all.
I said it countless times already, but if it was up to me I'd have favored a contextual system similar to the one used in Kingmaker/WOTR (where the player places his "camping spot" wherever it's appropriate).
Then again I understand the challenges of having that sort of dynamic system, especially if your terrain render is not suited for that type of modularity for whatever reason and considering how "packed" the diorama-like maps Larian loves to make tend to be.
So another alternative would be the Solasta system, where several "camping spots" are already distributed across the map and the player has just to make used of them.
I still find vaguely puzzling that Larian decided to favor the far more convoluted and wasteful solution of having a certain number of custom-made instanced camps, frankly. Especially since their number is inevitably going to skyrocket in the full game and despise all that effort the system will never stop feeling jarring and disconnected from the moment-to-moment adventure.
For the rest I mostly agree with the points you made.