On the other hand, some adventures are basically static, and have no ability to react to the player's actions. Acererak's Tomb of Horrors or The Hidden Shrine of Tamoachan, for examples. You're actually meant to take your time and be cautious, so not only is there no reason not to rest, you literally; should when possible.
While Keraptis could react to the PC's actions in White Plume Mountain, as written, he only steps in after they recover the weapons and try to take them away. There's a lot of "classic" adventures that function in this manner, and even among the ones where the enemies can take action if the players take too much time, it's often on the DM to figure out what form that takes.
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5e's resource model is woefullly inefficient when it comes to ye olde "ancient tomb sealed for a thousand years"- and the DM shouldn't have to A) not run such adventures, or B) come up with a timeline of events just to keep the game from imploding. And of course, what happens when bad luck forces a rest or makes the party unavailable to continue? Now your clock might ensure they fail through no fault of their own.
In "old school" play, adventurers are supposed to be cautious, to advance slowly, never overcommit, gain as much information as they can, plan and prepare ahead of time for difficult fights- maybe even trying to avoid them entirely!
It seems interesting that after five decades, we have a version of D&D that breaks if players actually do anything besides rush ahead until their batteries are drained, and DM's have to conspire to keep them running full tilt, and actually punishing that sort of methodical play, which logically any sane person in universe would be attempting!