Tying spell and hit point recovery to rest very much retains verisimilitude.
No one said it didn't.
Getting rid of it destroys verisimilitude.
No it doesn't.
So now you want to rewrite the entire combat system so that different actions take different amounts of time and allow you to be interrupted by faster attack types?
Thats neither here nor there.
While you're not wrong...I'd point out that MANY mechanics are non immersive.
Sure, but this is one that affects the gameplay rather dramatically and in a way that doesn't disappear into the background noise.
Having to drop everything and trudge back to a town or some other arbitrary point, just so that
then you could go through the resting process, interrupts the game and makes the reality that resting doesn't require "safe havens" unignorable.
Swigging potions meanwhile,
which already exists in DND, lets be clear, only causes this problem if it becomes apparent that no one has actually slept for however long.
But theres two things that have to be considered about that scenario. First, as said earlier, nothing says meaningful rest mechanics and potions cannot coexist. They are not mutually exclusive.
And second, any table thats bothered by that
should already be bothered by their characters not having eaten, showered, or groomed themselves an indeterminate time.
And if they aren't, then where on earth is this hypothetical table located that doesn't give a rats ass about survival but suddenly can't cope with their characters not sleeping?
This is still a game no matter how realistic you make it, and the point of all this is for DND to embrace that and to stop pretending it isn't a game. Make survival fully optional, and in the process make a better foundation for game balance than a wishy washy system that can be changed to different extremes and only barely affect the game at all.
It's high time this "immersion" crap is ignored. What a vague and useless concept that is cited by many and understood by no one.
The irony being if course that Im not arguing for the immersive choice. Bringing up immersion is an acknowledgement of the problems people have with rest systems, particularly ones that have to finagle nonsensical add ons like safe havens to make the game work properly.