The strength and weakness of daily renewal is that it is predictable. In a traditional dungeon delve, the PCs can decide whether they need to withdraw or continue on. The problem is mostly in non-dungeon adventures when the adventure takes place over many weeks of sparsely spaced encounters (turning "daily" resources into effectively "encounter" resources).
Maybe the right answer (in 4e terms) is to make an extended rest more subjective? Sure, in a dungeon context, you can get an extended rest by holing up or going back to town. But, in a wilderness setting*, maybe a real "extended rest" is only available when you hit a town? That may be a little too gamist, but it comes closer to the right pacing.
yeah. This is an issue in every edition, and alos has the additional side effect of magnifying the power of the spellcasters over the non-casters. If the players' "know" (because of circumstances) that this fight is the only one for the day, they can unload -- but "unloading" means a world of difference between the (pre-4E) fighter and wizard.
On the upside, it means fighters and rogues shine in dungeons. Wizards and clerics have to conserve their resources, and for more than just combat. Unless, of course, they demand a "15 minute adventuring day" -- to which i usually respond with monster interuptus.
In the context of this discussion, perhaps a "per dungeon level" and "per travel period" system could be established. You only get to rest when you've cleared the level, or when you've finished the trek.