@JandK You are touching more the narrative, while I think what most of us are discussing is mechanics and its contradictions.

On one hand it is a resource management using up a potentially limited (but at this moment extremely generous) supply of food. As such it encourages to resting as little as possible - it's a bit like ammo in the shooter, in general you want to use only as much as you need or you are in danger of running out.

On the other hands they tied a lot of story content to players resting, making it feel like one is loosing out on critical part of an RPG if one isn't resting enough - that's why a request for camp event indicator so the player can know when it would be beneficial to rest even if resources don't call for it. It is even further confused by minicamps - are all cutscenes available in both main and mini camps? Am I looking potential story content if I decend into underdark too quickly?

There is nothing wrong with tying story content too rests - but BG3 uses rest as a pretty major outlet for encounters and conversations. I think they need to improve with how rest fulfills its roles as resource management system and space for story events.