I use that optional rule in the DMG (no hp re-gained by rest; you have to spend hit dice, and as usual you only get half back with a long rest), partly because it's how I got my name in the DMG credits, even if I think they modified my suggestions a bit
Anyway, having no 'auto-reset' button makes a lot more sense for me, and it's not a drag on your game as long as the DM makes sure to make it part of the daily routine - confirm details of the watch, who's spending any hit dice, etc. It's a necessary part of wilderness survival, if that's your thing, and at low levels it can work quite nicely, providing ongoing tension as to how to actually survive when there's no obviously safe option, it's all about balancing things. The point being, camping out isn't necessarily safe, either; so if the players decide to just hang tight for a couple of days, there should be ways to help make that a choice that's not 'auto-reset' either. It doesn't have to be the ticking clock, it can also be things like making it easier for predators / natives to find and continually harass them, weather and similar events that might make their 'safe place' uninhabitable...
I ran a one-off game where the PC's were ship-wrecked, it was a fun change of pace and actually most PC's were not what you'd expect they were more like a standard party not all druids, rangers etc.
My current campaign, the PC's went off into the wilderness at level 2, and found travelling through a dangerous forest to be quite challenging 24/7, they were quite glad to survive and find a more traditional dungeon type setup eventually, where they could more easily plan for rests etc. It was especially interesting midway through, when they were a couple of days away from 'home base', and quite beaten up, so going back wasn't really an option, but going forward was an unknown duration, and staying still didn't get them anywhere either (and wasn't safe)...