Is it? I think you're downplaying how hard it is to actually stop a group of players from doing anything if they are united in wanting to do it. If you have a group of players who nova out and want to rest after an encounter how do you stop them? Throw wandering monsters at them when they're down to no resources and end up with a TPK? TPKs are a great way to end a gaming group, especially if the players think that the DM is picking on them when they're down or playing "unfairly".
It's tricky to handle these kinds of things in game - these are the kinds of things that as you point out need to be discussed in advance. Or after the fact - the DM saying "hey guys I don't think it's much fun that you keep maxing out your abilities and then camping right afterwards" probably goes a lot farther to getting a game everyone wants to play than in game tactics to "stop players from dictating the pace of play". Especially when to a large degree the game is based on the players dictating the pace of play everywhere else.
All it takes is realistic consequences. And the world moving regardless of what the players are intent on doing.
For ex. If the PCs anger the Duke he'll send men after them. These men WILL NOT come on the PCs schedule and will make it a point to catch them unprepared, exhausted, whatever (they've dealt with adventurers and are not idiots).
Or the fact that the Hermits big bad ritual of world destruction isn't going to conveniently happen when the party is rested and at full power.
Stuff like that.
Now is that always going to be the case? No, the party SHOULD get the opportunity to flex every once in a while, it's fun and shows the players what they can really do. PLUS it also lets the DM really let loose with some big stuff that he might not otherwise get to. So great all around.
As for a group that doesn't like the 5 minute workday playstyle. Well, the DM can certainly, easily accommodate, though I would think (or at least hope) they get tired of it eventually.