I think the problem with the 1000 ORC example is that it is a white room scenario.
We can proof everything we want with made up scenarios.
So let's use real play examples:
At my table right now I DM a seljammer campaign. The characters are resting in Plankstadt (Plankcity?) which is a bunch of asteroids tied together and blessed by a god chauntea to survive in the outer system.
The players encountered a Pirate ship in the first session that they successfully destroyed, by luring it next to an asteroid spider they encountered before.
But the Neogi Pirate Captain escaped and has a second ship and is attacking asteroid settlements to enslave people.
Now, while the players rested up in town, the pirate attacked another settlement and refugees are coming into town.
And the longer the characters rest in town, the longer the pirate will attack, getting more slaves, destroying more settlements ...
And because we are at the outer rim, their isn't really anybody else with the power to stop the pirate, except our heros.
So the longer they wait, the worse the problem gets.
Of course they had a reason the rest, one of them got killed by a night scavver (and got resurrected at the local temple and needs to slepe of the exhaustion from being resurrected) and they are upgrading their asteroid Hopper (their ship) which takes time.
The Pirate Thread is not a punishment for the players. It is an evolving quest hook. And if they would just leave for the next big settlement and leave Plankstadt, when they come back after a while maybe the pirate will have taken over that bigger settlement.
Like, ignoring or interrupting quests and quest hooks can have consequences. I try to built them into the game.
In the campaign I ran before, I would usually offer 2 quests, and than they solve one quest, but the other one gets more complicated, the situation worse (not always, of course).