It's really much worse than you think. The best way to play any sort of melee character is with STR 8, and abuse Elixirs to have your STR permanently at 21 in acts 1 and 2 and 27 in act 3. 8 DEX is also fine since you can get the gloves that raises DEX to 18. WIS checks are by far the most common, so go ahead and pump up that WIS and why not CHA, since you can boost your CON to 23 in Act 3 anyway. Feats are pretty much free to choose after that, you could min-max there but... the game is so easy, you don't need to. The game can rather easily be finished solo as a Fighter on Tactician mode.
Above all else I blame 5e, if we were playing with DOS:2 rules this wouldn't be happening (unless barrelmancery). Even so, there are ways to make the game more difficult with the 5e ruleset. Camp supplies are far too numerous (probably a side-effect of them leaving out crafting. They had to fill all those barrels and crates with SOMETHING). Resting is indeed to easy (and even required to see camp events, which is another problem all-together). I'd welcome some camp ambushes. Unfortunately the way Larian has implemented fast travel (via magical waypoints) has made ambushes while fast travelling harder to introduce story-wise. Not sure why they went this route, it's really not common 5e practice.
You started out on bad footing but got there in the end. Nearly limitless drugs, unlimited rests with almost no consequences, enough magic items to make your characters look like a christmas tree, going from one end of the map to the other with no random encounters, all the stat boosting items - all that stuff was changed and added by Larian because "it's really difficult to adapt D&D as a video game mmm'kaaay?".