Aristotle said works of fiction should favor probable impossibilities over improbable possibilities. Suspension of disbelief covers the big, crazy things like spiderman or aliens or wizards. But the audience still expects the mundane, background things to function according to intuition
Yes and i agree with that great man ...
Ragnarok, you made my day! I've seen you pick appart so many posts on this forum, wishing the whole time it could happen to me some day. Now that it has, I feel like I truly belong here.

A few rapid fire responses : I didn't know Superman has frost breath, that guy seems kinda OP; I hate when people complain inconsistently, and I wish they would settle on one opinion before they came to us with their problems; I agree that the resting system stretches verisimilitude, and that verisimilitude is a
great word; I always imagined eating a goodberry was like biting into a cherry tomato, releasing a stream of invigorating juice and 1d4 health points.
Jokes aside, something you said here (and elsewhere) deserves deeper examination.
And i simply cant understand why there even exists people who demand to ruin this game for other people who are completely fine with healing food, since that is nothing new in fantasy videogames ... and demands change of rules so this particular game is "challenging enough" for them (and everyone else who never wanted that in the proces). :-/
There's a game design truism that players will do whatever it takes to win and then blame the game if what they had to do wasn't fun. From thegamer.com :
https://www.thegamer.com/players-optimize-fun-out-of-games/This phenomenon is a really interesting one, and is summed up in a pair of quotes by Civilization IV designers Soren Johnson and Sid Meier, who said, respectively: ” given the opportunity, players will optimize the fun out of a game,” and that, therefore, “one of the responsibilities of designers is to protect the player from themselves.”
Mark Rosewater, head designer for Magic the Gathering, explains it better than I ever could during his 2016 GDC talk. (Timestamp 38:27)
Ragnarok, your position as I understand it is that in this 60€ game with which I expect to have fun, food is both all over the place and the most efficient use of my bonus actions, but I shouldn't use it because it's a game design trap? Asking other players to ignore gameplay aspects they don't like is asking them to find the fun in the game. That's the designer's job.
Fun is subjective, sure, but that's why games have a lead designer. They decide what's fun, the same way an author decides what to write. When I read a book, I expect the author to give me only the good chapters. When I play a game, I expect the designers to have made the easiest way to win also the most fun way to play.