Its interesting how different people experienced BG1/2 resting and traveling...I found that I weighed up every rest I took outdoors - I recall resting in Nashkel mines, there was a safe room, but other places, you would be swarmed. And rightly so. I didn't simply reload though (unless I died) - I would fight and then rest if I was attacked. It may not be a good system, but certainly added tension. Also, Bg1/2 are *ancient* games - we should be able to do a lot better in creating such tension now.
I just feel what BG3 offers on this front is simply poor. Resting anywhere (almost) + insta travel + insta port loot to camp - these are all things I hate. They are convenient, sure, but not explained in game (at least in DOS1, you had the pyramids). How can I port from the depths of the underdark - not even near a "portal" - to my camp (or anywhere on the map) and then rest? Almost like the daft NWN1 systems where you 'knelt' down to rest (*literally outside the next encounter*) It simply doesn't work for immersion - this was commented on a lot in EA, there was a megathread too...but I suppose for those who prefer convenience over immersion, it doesn't matter. Sadly that doesn't work for me - I want an experience similar to table top in terms if tension. I remember epic D&D sessions where we really had to husband resources and you weren't sure if you'd make it. BG3 is terrible at creating that kind of tension. l I was so happy when I saw there were 'red zones' where you couldn't rest (cool I thought, they listened!)...and then, lo, there was a potion that fakes rest, or as in House of Hope, a pool that acts like rest etc.
I think DA:I was quite good, except for respawning *everything* ....