And here is where we are disconnecting, I think, Rhobar. You think 2-3 fights per Long Rest is good. That's not good. That's not the way D&D is meant to be played, and it's not good for an adventure. A party of players should be able to at least clear an area before long resting. That's how D&D is standardly designed.
In Descent into Avernus, you invade the cultist lair, you go through the WHOLE lair before long resting. You don't face 2-3 groups of cultists and throw in the towel for the day.
D&D is designed to be played where you rest when it makes sense. You don't explore a spider lair, fight 2-3 fights, turn around, leave, find a camp rest for 24 hours, and return. You only do that kind of thing if the DM determines that you really need to or it's going to be game over. You shouldn't have most chapters of the game set up so that you only are able to fight two or three battles and then have to rest. It's supposed to be more like wrath of the righteous where you can do several maps even before you need to rest.
I don't particularly like having tons and tons of fights against trash mobs, but there is a middle ground between that and what we have in bg3. Designing the game so that you do only two to three fights and then rest is exactly why I keep saying that the game is designed so that you only adventure for 5 minutes and take the rest of the day off. That is exactly my point. Your adventurers are accomplishing virtually nothing everyday, chipping away extremely little by little. You fight spiders one day, and it took your characters in the game approximately a minute to do the battle, and they're already throwing in the towel for the day. But you have a mind player parasite in your head that could turn you into one at any second. Adventuring for only 5 minutes makes absolutely no sense in light of this.
Again, there's an in-between. I'm trying to help the devs come up with some sort of system to help players fight more than just 2 to 3 battles a day.