+1 for timed events/reactive world

Obviously you shouldn't be locked out of quests (especially ones you haven't even started) because you took too many long rests to reach something you had no idea was happening.

However, if you encounter something in game that shows you or tells you about an event (burning inn, literally watching Minthara gathering her goblins to go attack the grove, druids prepping for their ritual) then the game should react to you taking a while to respond. And by "react" I mostly* mean change the quest/event instead of entirely locking you out of content with no replacement content. E.g.,
  • If you see the burning inn and decide to long rest first, the inn should burn down. But there are still survivors in the area to talk to, bodies to surreptitiously search.
  • If you watch Minthara leave to raid the grove and decide to long rest first, then you should arrive mid-raid. You don't get to start up in the safe position atop the wall, and the goblins have already killed a few defenders and are 1 turn away from busting down the gate. You still get the choice to join in with the goblins or fight them.
  • Hag - See @GM4Him's example above.
  • Druid Ritual - I can already see this example being controversial. When you first talk to the Kagha, she could mention an estimate for ritual completion timeline. A very lenient estimate, measured in-game as long rests. As you long rest, they get closer to finalizing the ritual, but the player perhaps is given options to slow it down: convincing the druids that you're about to find Halsin so they should wait, stealing the Idol, etc. But if you're continually slow and don't make an effort to delay the ritual, the druids leave. The tieflings remain though, and this could potentially add content in the form of changes to the tieflings' social structure/hope/attitudes, that the player would have to navigate/resolve. Or a Minthara quest on the evil storyline to perform a ritual breaking into the Druid's secret dimension.

tl;dr: Delays in responding to certain events you know are happening should change the world, but still leave the player with (different) content.