The game has a set of rules on which it is based and this is from an old time where it was not about a virtual world, but about something like an analog game at a table, like a dice game, so to speak, only more powerful.
This has been transferred to the virtual level. As a result, it always seems a bit more choppy here.
The rest to replenish spells, which you then use up again after a battle, seems a bit old-fashioned, but it also has an RPG purpose behind it. It's just that the day cycle feels very short before you have to rest again.
Personally, I think both systems have something going for them.
I would love to play an RPG that is made like WoW in terms of gameplay, but as a full and massive single-player RPG with an NPC group like in BG3, for example.
Where the battles take place in slowed down real time, with mana and spell times, stamina for fighters, focus and energy for hunters and thieves and rage/wrath for barbarians, werewolf shapeshifters etc.
And then you have your party of 5-6 consisting of tank/healer/support and 3 other DDers and play an in-depth RPG like BG3 in a large world with a lot of story, but with the slowed-down pace and gameplay of WoW.
That's probably the most modern and coolest thing you can do. And yet you can add a second resource, such as fatigue and hunger, so that you need a rest and go to your camp.
Here you can also have interactions, possibly also charge special powers such as a revival spell, or certain powerful minion summoning spells that only work in combat, etc.
But in principle, such a concept would be a really great thing to start with.
Of course, not to play a sport like in WoW for items in instances. That's not what I mean. It's just about the gameplay itself and then creating a beautiful world and a strong in-depth RPG.
Naturally slowed down gameplay. The simple rush of a WoW is not a good basis, but the process in real time and with mana and spell times etc. is.