It's more obviously gamified.
Honestly someone put it to perspective for me recently. Which was basically saying...all of this basically boils down to.
The players doing the rational thing after a serious fight and just watching away, they want to act rationally and we simply do not want them too.
The reality is, after a serious fight, where resources were spent to deal with it quickly, when is it ever rational to not just rest if you can help it to be at your best if you know your going into a dangerous situation, and you can afford too.
The answer is 100% always. Like thats just how it is.
even in real life, after a hard fight people dont go into 5 more, they go rest, because they want to be at their best period when dealing with something possibly dangerous, its never illogical. Wars have been won and lost on this very principal.
The best solution is...a non-mechanical one or a external penalty outside of the characters(like encounters), give them a realistic reason for why they do not have time to rest, and must push on, otherwise, it is 100% always logical to do so, both irl and in game, in every edition.
in Older editions the solution was Dungeon restocking, in the more narrative-driven era its more story consequences.
But the five minute adventuring day issue is just a feature...of like life, people need a reason to risk pushing on, if not its always best to rest and come at it better the next day