Depends on if you think the game should cater to what people prefer to play to or change their play to what the game demands. I personally think the game cater to shorter adventuring days. Under this lens it is a game design problem that they chose to create a game that doesn't.
I do agree that there should be more flexibility on how many fights you have per long rest. It's why I switched to the gritty rest rules. But that's the other thread - I think recovery of spells and other powers could be tweaked to allow for different styles. Some people do dungeon crawls, some to urban or short adventure arcs that logically span a few days, others do exploration. It's tough to come up with one standard that fits all, I think they leaned too much into the dungeon crawl aspect.