This is long, so here's the Summary of it with a deeper explanation after:

1. Allow unlimited Short Rests. To Short Rest, you must Fast Travel to Camp and click on a bedroll.
2. Short Rest allows Hit Dice use. Once Hit Dice are gone, no HP recovery per rest.
3. Abilities and Warlock Spell Slots, etc. are ONLY reset IF at least 1 Hit Die is used during a Short Rest for each character (meaning, if Lae'zel uses a Hit Die, her abilities are reset, but if Wyll doesn't, his spell slots are not reset). Didn't use a Hit Die? No ability or spell slot reset.
4. Arcane Recovery only able to be used during Short Rest, and reminder to use it would be nice.
5. Dialogues tied to Short AND Long Rests, and characters transported to camp when Short Rest also for dialogues and to show you ain't just healing somehow on the fly. You are pausing your adventure to rest.
6. Long Rest Locations must be unlocked.
7. Restrict Fast Travel until a Waypoint is at least found.
8. Get rid of camping supplies altogether, and food, and drink and everything having to do with Camping Supplies.
9. Time-Sensitive Consequences.
10. Auto-Save occurs just before a Time-Sensitive Encounter occurs so you can always reload to that Auto-Save if you didn't mean to trigger the Encounter. A Warning notifies you that you are about to trigger a Time-Sensitive Encounter, so you know that if you care, you'd better do it now. If you don't care, ignore it and move on or turn back. Plain and simple.
11. The game should warn you if you try to rest and it's restricted with a "Are you sure you want to Long (or Short, as the case may be - like with Waukeen's Rest) Rest here? This will end the Time-Sensitive Encounter and may have negative consequences."
12. Unlimited Long Rests when it is not a Time-Sensitive Encounter.

OK. I know I'm all over the place, back and forth and all, but I'm just trying to work through this.

I can't help but agree that Food is useless. It's a terrible way to limit Short or Long Rests. It seems to keep coming back to this. For Short Rests, either the cost is too steep or not steep enough to stop Fighters from spamming Short Rest and Second Wind and healing to full each and every fight. Likewise, there's nothing preventing Warlocks from spamming Short Rest to recover infinite spell slots.

The same is true for Long Rests. Either the costs are too high or not high enough to prevent Long Rest spamming, and if you go with the "Higher Levels Require More Camping Supplies" thing, you'll have to keep track of so much food and crap that it'll be overwhelming your stores at camp. Or, as mentioned by Fuji, you'll later have so much gold that you can just buy an infinite amount of food and never have to worry about it.

So, again, why not Long Rest after every fight instead of Short Rest? If you can afford to buy 5,000 Camping Supplies and store them at camp, it wouldn't matter how much it costs. AND, if there are no other repercussions, like the Hag kills Mayrina, or the counselor dies by being burned up in Waukeen's Rest, or the druids finish their ritual and kick everybody out, then why bother with Short Rests at all? If I can just spam Long Rest without consequences, why Short Rest at all?

So, here's another potential solution for Long Rest (the longer version of what I summarized above (cutting out things that are simply repeated):

6. Long Rest Locations must be unlocked. In other words, you can't Long Rest from the Beach all the way to the first Long Rest Location, which would be either the Druid Grove or the Dank Crypt AFTER the mercenaries are cleared out of it completely.
7. Restrict Fast Travel until a Waypoint is at least found. So, fall into the Underdark with no way back up? You can't Fast Travel or Long Rest anymore until you find a Waypoint in the Underdark. (This one just makes sense, and I did like this suggestion. This is honestly what I'd do as a DM in a tabletop session anyway.)
8. Get rid of camping supplies altogether, and food, and drink and everything. It just clutters up inventories and has no real purpose or use. I've tried to come up with a solution to use it for something, but there just isn't. You can't limit/restrict Long/Short Resting with it because of the above reasoning, so just get rid of it. AND, it doesn't make sense that if you are higher level you require more food and drink. You're becoming tougher as you level up, needing LESS to sustain you and so forth. You're able to endure MORE hardships with less resources. It shouldn't make it so that you have to work even harder and manage even more food as you are becoming more skilled and strong. So MORE food for higher levels doesn't make sense, and ultimately, it's just true that food doesn't restrict at all if you can buy endless amounts of it, or find endless amounts in the game. It is literally ONLY causing more item management clutter. AND, it doesn't make sense to eat like 4 pig heads and 10 bottles of wine in one night - or whatever it might be, as someone else mentioned. No. It's just not good no matter how much I try to make it work. Let's cut out the needless items junk in the game that has no real value or purpose.
9. Time-Sensitive Consequences. I keep coming back to this, as do others, because it's the only thing that really makes sense to me when all is said and done. Any DM in their right mind would implement Time-Sensitive Consequences if players didn't do certain events within a time frame that makes sense to the DM. If the players insist on resting during an encounter that should require some sort of time sensitivity, the DM would have SOMETHING happen, even if it's, "Well, sorry. Someone else had to save John because you decided to leave and rest for the night. John's still saved, but it wasn't you who did it. No quest rewards for you." Think about it for a second. What quest in BG3 EA right now is ABSOLUTELY critical to the overall main quest? Any? So, if by not completing something in a certain amount of time the game locks you out of that side mission, AFTER you've triggered the encounter that is, will it Soft Lock you so you can't keep going? No. Not a single quest. Didn't save the grove in time? Oh well. Find another way to get to Moonrise. You don't need Halsin or any of them to keep going. Didn't save anyone at Waukeen's Rest or even trigger that encounter? Not gonna stop your primary quest to find a healer, is it? So why not provide Time-Sensitive Consequences to certain encounters? (See examples below.)
10. Auto-Save occurs just before a Time-Sensitive Encounter occurs so you can always reload to that Auto-Save if you didn't mean to trigger the Encounter. A Warning notifies you that you are about to trigger a Time-Sensitive Encounter, so you know that if you care, you'd better be conscious of time. If you don't care, ignore it and move on or turn back. Plain and simple.
11. And, of course, the game should warn you if you try to rest and it's restricted with a "Are you sure you want to Long (or Short, as the case may be - like with Waukeen's Rest) Rest here? This will end the Time-Sensitive Encounter and may have negative consequences."
12. Unlimited Long Rests when it is not a Time-Sensitive Encounter. Who cares how many days you take when there is nothing Time-Sensitive happening?

Examples:
Example: After you reach the Underdark, who cares how much time it takes for you to get to Grymforge, or whatever? Until you discover that Nere is trapped, and could die at any moment, take as many days as you want. Nothing is saying you only have X days to get through that area.

Example: Fight the Minotaurs. Long Rest. Fight the Bullette? Long Rest. Hey. If you aren't pressed for time and they've kicked your butts, why WOULDN'T you just take the rest of the day off to recover. If necessity isn't driving you forward, there should be no limit to Long Resting.

Example: You haven't gone to the grove yet. Long Rest as much as you want. Nothing's driving you forward. Once you reach the grove and learn about the Rite of Thorns, NOW the game triggers the Time-Sensitive Encounter, and in your Quest Log, it tells you that you have 7 days to do SOMEthing to stop the Rite. Again, if you don't, is it going to stop you from continuing the game? Nope. Just means you didn't make that quest a priority, did ya? Maybe you should have listened to some of your companions when they kept saying things like, "Are you going to stop for EVERY single person in need?" What's wrong with prioritizing some quests that you KNOW you have to complete in a certain amount of time? Make the timeframe reasonable enough so players aren't scrambling to complete it but give them at least some sort of time limit so they can't just casually go to the Underdark, clear it out, go to Grymforge, clear it out, wander back to the Grove, decide to ignore them still and go to the Gith Patrol and the Toll House, taking two weeks to do it all.

Example: Waukeen's Rest. You approach it. Auto-Save. "You are about to trigger a Time-Sensitive Encounter" pops up. You keep going and see the burning building. You don't care. You move on. You face the Gith. You short rest. Waukeen's Rest is burnt down. The people inside are dead, or someone else saved them. You weren't the hero there, but that's because you ignored it and moved on and then spent an hour to rest.

Example: Hag's Lair. Auto-Save just before entering the Hag's Home. Warning: "You are about to trigger a Time-Sensitive Encounter." You decide to Long Rest first. Day goes by. No big deal. You aren't technically on a set time table here with the Hag.
You can still go into the Hag's Home and do everything with the Hag's Lair. It didn't lock the quest. However, if you entered the Hag's Home before Long Rest, NOW you're Long Rest Restricted. Either reload or keep going. You might be able to Short Rest within her lair, for the DM might consider that acceptable without consequences - because the Hag's willing to wait for you for an hour or two because she's dying to dance on your corpses - but a Long Rest should yield some sort of negative consequences. The Hag got tired of waiting. Mayrina and the Hag are gone... something like that. Time-Sensitive Encounter ended and completed because you Long Rested during a Time-Sensitive Encounter.