Tying story content to long rests is a troublesome design. It as if Larian tied story progression to how many healing potions player drunk. Sure, they are likely to use some, but if they are playing efficiently they might use one or two or even none.
I don’t have any in-principle objection to tying some story content to time passing (which I see long-resting as being a proxy for), as long as there are also incentives to long rest at a frequency that matches the planned story. And as long as the story still makes sense if folk then decide to rest more or less frequently, even if the pacing doesn’t work as well if they don’t align with the “recommended” adventuring days.
At the moment, though, I’d agree that too much content is tied to long resting and that the pacing feels very off, with too much content that is shut off by subsequent events that are too likely to happen before the scene triggers, meaning that to get all the content in a way that makes sense we need to rest too frequently early on and then end up with no camp story content later on. This feels like a solvable problem, though, with some minor rewrites to make more cutscenes work even if they are triggered later so that they don’t expire and can happen whenever there’s a free night at camp.