+1 that, if no other mechanics are changed, the long rest UI should take into account stashed food. We're already at camp, so it's purely a QoL feature to allow players to skip having to manually take food out of the chest.
Of course, a much better solution would be to overhaul the whole food and long resting system, using one of a number of suggestions that have been given elsewhere on the forum (either make food an actually impactful part of gameplay or remove it entirely).
+1 to everything you just said here, especially the make food impactful part or remove it.
At this point, I'm expecting them to do like DOS 2. Items are really only impactful, including food, if you play on certain difficulty levels.
Easy = As is. Items are kinda boring, easy to acquire and you have way too many of them. Food is also too abundant and therefore pointless.
Classic = Too hard unless you know the right gimmicks and Larian homebrew strategies. Food and items are suddenly VERY critical and almost not enough to save you in many fights.
Hard = For the intense extremists who knows ALL the best gimmicks and homebrew. All items and food are hard to acquire, making the game virtually impossible and only fun for those who love punishment in games.
What I'm getting at is food WILL likely be quite valuable but only on certain difficulty settings. The baby easy setting will be useless and Classic will likely be either too restricted or pretty dang close to being too restricted. I have serious doubts that they'll be able to really find a solid middle ground using the food system since DOS 2 doesn't seem to have a middle ground difficulty between Story and Classic. In Story, items and food are too numerous and useless. In Classic, I found it to be the opposite. I couldn't find good enough equipment to make combat balanced in Classic.