I can just chime in to say that none of the Paizo scenarios I've seen for PF2 work this way. (You absolutely CAN use any game engine for these stories, including PF2... but you'd be making up your own encounter guidelines if you do)
My entire criticism is that the healing system absolutely appears written to be "coupled with exploration mode and pressure"... but that this falls apart in practice
I don’t know about the official PF2E adventures: I haven’t read or run them in case I get a chance to play them some day. But the encounter guidelines seem pretty spot on from what I have seen and I like PF2E precisely because it helps me run these scenarios by having a mechanically defined exploration mode. Specifically, the ship scenario is one of the best games I have run.
Any two encounters that does not allo w for a good rest between pretty much needs to be considered a single encounter (with a single encounter's XP budget)
Dungeons are already so difficult I am finding that I don't want to prolong the scenario by throwing in random encounters. And I certainly can't throw the regular encounters at half-healed heroes.
The game's exceedingly tight encounter balance more or less enforces that the GM allows the party to heal up fully between fights, since anything less either means a two-day dungeon could turn into a week-long slog (if you have to take a long rest after every three fights)...
Are we still talking about my list of scenerios here? Because none of this is relevant to them. And in specific (beware of pet peeve rant incoming): I don’t advocate the use of random encounters in dungeons unless you know exactly what you are doing (and most people don’t). Too many people run random encounters as X creatures burst out of the brush/darkness and attack and neglect encounter fundamentals like foreshadowing, motivation, and giving the players options to use their skills and bypass or avoid the encounter.