I made the point obliquely up-thread, but since nobody seems to be discussing it, I'd like to make it more forcefully...
From a game balance perspective, it doesn't matter at all, whether long/short rests happen every hour/night/week/month, so long as the number of encounters (and general resource use) remains constant per long/short rest.
Changing the timing is really all about the narrative. In particular, whether you want travel time/encounters to be relevant or not. If all the action is in at on-site locations, you can have 5-8 encounters per day and allow an overnight long rest (resources re-set overnight). If you want wilderness exploration and encounters to have significance, then they need to be part of the 5-8 encounters per long rest, and a long rest should take a week (and perhaps back in civilization). If you are playing a long-scale seafaring campaign, you might have 5-8 encounters per voyage, and only allow a long rest every few months when the players return to homeport.
It all depends on what kind of campaign you want to run.
I don't think I would ever use such rules. They are worse than the challenge ratings in how they are a bit too arbitrary. Game balance is also hurt by these rules, in that healing is less important. Their services are much less valuable under this system.