Just some comments about your summary.
Keep in mind they have reused a lot of thing from DOS series to save money.
Camping was not present in DOS but crafting of food was used to make what they call "dinners" which give you some PV + a buff.
Since the crafting is not available yet, my assumption is they have tried to make two hits with one stone : try to limit the number of of long rests and use the food which was pretty useless. Why eating a cuncumber when you can drink an health potion more efficient ? The idea is quite good, the result is not very efficient.
=> If we only can use food in the camp why not having it sent to camp immediately when looted/bought? Ok, again possible answer: Crafting, But here we could have at least an option to transfer them automatically to camp.
=> Why is food in our chests in the camp not calculated or shown when we want to select it for resting? I do not have a satisfying answer here. Possible bug.
=> Why is when selecting food for resting the complete stack (that's at least the case with controller on Stadia, for example 5 sausages) selected instead of one element per click? Again I do not have a satisfying answer here. Possible bug.
Because this is not into the specification
And because it has not been specified, it has not been developped so it is not a bug since the system is not supposed to work like that.
Trust me on this point. I see this everyday on my job
Regardng these options :
Option 2 => Not a big fan because this is not realistic. I prefer the idea to have the items flaggued as "send to camp" sent to a dedicated container (to avoid tomatoes mixed with books in the same chest) only when you arrive at camp.
If not, managing the encoumberance is useless.
Option 3 => why not but it seems to be a lot of work for a small benefit
Option 4 => not understood what you wanted to say
2. Individual/Party inventory
Personnaly, when I loot a chest, I dispatch immediatly stuff between members of my group. It is not a big deal for me so I don't have the issue you have.
The main issue here is to have to select items one by one. Multi-selection could improve inventory management a lot.
Fully agree on the fact that during fights, it should not be possible to use an item from other character.
A global encoumberance is not a good idea for me since if the group becomes overloaded, all members will suffer the buffer. Does not make sense for me.
I don't understand why you are sending stuff to sell to the camp to retrieve it later instead of going directly to the merchant with your stuff ?
If the chest is in the camp, why stuff should teleport magically to the druid sanctuary when you are speaking to a merchant ?
For the second point, fully agree. I have already suggested that all items flaggued as "to be sold" of any members near the speaker can be transfered into the negociation UI using the button already existing.