The problem with those danger zones is that you break the style of play. If you teach players that in every semi-serious encounter, they should burn all their spellslots and dailies then that's what they're going to do in those danger zones too. And then it gets weird, because suddenly they're supposed to play differently.
But the vastly easier recourse is to play as normal and backtrack out of the danger zone, which makes the rest restriction a grindy nuisance more than anything. This problem isn't one with weak modern gamers or whatever, it's one with the game offering one set of instructions and then being inconsistent, and of course with rest mechanics being very generous.
You have a danger zone right in the beginning: you can't rest anywhere in Auntie Ethels teahouse and the labyrinth below. So if you think, you need more spellslots and resources recovered, you have to go out of the house to rest. So I think, this is a good teaching moment that something like no-rest-zones can happen.
The problem is that that isn't really "right in the beginning." You at least will have gone through the blighted village, which is a ways into the game. And a player going at a fairly average pace will likely have been going through numerous hours before making it there, which I think is long enough that the danger zone is less a lesson and more an aberration, which is the problem others have identified.
I don't know, compared with the length of the game Auntie is still relatively early.
"We are all stories in the end. Just make it a good one."