D&D does not suggest adventuring by day. It depends on your character. If I'm a drow, with sunlight sensitivity, I'm going to naturally travel by night to avoid disadvantage on all my rolls. If I'm going to sneak into the Blighted Village, since I've heard that goblins and monsters are everywhere, I would not waltz into that ruined town in broad daylight. I would sneak into it, assuming there are monsters lurking around every corner. Astarion would also be more comfortable traveling around by night. If I'm trying to sneak into the goblin camp to assassinate their leaders, I would not even remotely consider doing so in broad daylight. I would wait for nightfall and then sneak in.

So night adventuring makes sense depending on your character and the circumstances. It is very much needed not only for this reason but also for ambiance. That Blighted Village would be SO much more fun to explore at night both with goblins and maybe the occasional spider or ettercap. The forest would, likewise, be more fun if wolves suddenly sprang out at you from the bushes, or zombies (there was a necromancer in the area once upon a time after all).

The game is just too bright, and that's why I now have the other post about dungeons needing to be more like dungeons. Even in supposedly dark and dank crypts, there are beams of sunlight streaming down illuminating everything. It ruins the classic ambiance of the entire D&D genre. The whole fun aspect of D&D was creeping through dark, dank dungeons with only a torch or lantern to light your way with shadows everywhere and dark things jumping out at your party and attacking you. THAT is classic D&D. Either by night or in a dungeon, classic D&D is about evil things that go bump in the night coming to get you, but you are the brave adventurers who vanquish them.