I think you'll find that some of those (or the principles behind them anyway) apply in nearly every adventure. Any assault, if aborted, is going to have negative consequences when it resumes. Reinforcements have been called in, or the bad guys took the good stuff and absconded, or ambushes have been set, or the surviving bad guys developed tactics/tricks to deal with the PCs when they come back, etc, etc. One of those is bound to apply.
About the only sort of situation where there would be no consequences for breaking off and then coming back would be if there was a dungeon filled with mindless automatons who literally don't notice that they are under sporadic assault.
So, if your argument is that there is no incentive not not rest after every encounter in an adventure populated by mindless automatons who literally don't notice that they are under sporadic assault, then I must agree with you. Somehow, it isn't something that gets me hot and bothered, though.
As for adventures where there is a real external time constraint (and I demonstrated above that you don't need these external factors to provide incentives, as almost all adventures will naturally provide several), then the PCs suffer the consequences of failure or even (gasp!) a character who has run out of healing surges ends up dying.
Naturally, if you find that you have accidentally made your adventure unfairly hard, you can adjust it on the fly. But if it was a balanced adventure and bad luck strikes, then I guess something bad happens.
But then, this is all pretty basic DMing stuff, right?