I don't care if people spam long rest. That seems like a personal decision. In my opinion, the ability to spam long rests isn't the problem.
I have some sympathy with this point, and generally I don’t worry too much about cheesy mechanics (at least ones that enemies don’t use on me!) and am fine with just not using them if I don’t like them. I do feel a bit different about long rests as my preference for a cRPG is that it challenges me not only to win each battle individually, but also to manage my resources over the course of a number of encounters to achieve a larger objective. Without any disincentive to long rest at any time, this challenge is missing.
It’s not the end of the world, I grant, and I can always set myself the challenge if the game doesn’t do it for me. It’s just a preference on my part to have at least a soft constraint on resting to work against.
With respect to the problem with camp content, encouraging people to rest at certain points may be a partial solution, and I’m for it, but it’s not going to fix, for example, the problem with locking yourself out of Gale’s story just with approval increases you get on a single visit to the grove.
An above comment mentioned the frustration of not being able to get every cut scene easily. While I sympathize with that feeling--because I also like to explore everything--I'd like to suggest that maybe *everything* isn't meant to be seen in one playthrough, by design. That way there are surprises for later playthroughs or things that feel special when you actually manage to trigger them organically.
Again, I have some sympathy. And I’d certainly expect to miss out on some companion content if I don’t have them with me at certain times. I do think triggers for some content are just badly designed, though, like the Astarion star gazing scene. I don’t think I’d ever have seen that if I hadn’t read about it, as getting it involves doing things in an unlikely order and resting at an unlikely time. At least it used to!