"Why would the party back track out of the cave just to rest, only to go right back into the cave to finish their adventure? In retrospect, especially If we are speaking about a large cave or tomb of some sort, that would be a waste of time."

Hey. I don't disagree, but that's Larian's approach. The idea is, travel back to a safe, nebulous camp that doesn't actually exist on the map. Then rest 24 hours and travel back to where you left off. The fade to black just cuts out all the in between boring steps.

"It is easily solved. Make long rest have consequences in dangerous locations. So the player won't just spam it before every encounter."

Not as easy. All this does is force the player who wants to rest between every encounter to be annoyed. Instead of a quick press of a button to take you out of danger to a safe location, you have to manually run out of said location back to a safe place. Larian's implementation at least cuts the annoying out of the process. Regardless, this doesn't actually limit a person. It just discourages via making it annoying. Don't get me wrong. This, at least, is something. Making it too easy to long rest simply makes it more appealing. Thus, it is easy to spam, so why not?

"I personally don't care about the spoiled food idea. Though if they do implement it, they better do it in a way that doesn't make dealing with spoiling food a chore."

Agreed. I would ONLY want food spoiling to be implemented if the game auto-manages it. That's why I suggested an auto Survival skill check when you long rest to determine how much food is preserved, and whatever food spoils is simply auto-tossed. The game then just tells you, "25 Camping Supplies spoiled" when the new day begins.

At this point, I also think food limiting rest is not good. We've tried making it work, and it just doesn't. Either you limit it too much and could soft lock players, or you don't limit it enough and it limits nothing. I'd prefer the "Using Camping Supplies provides a bonus for the next day to your adventure" approach.