As I see it, effectively, getting lost just means you lose time. So as long as time actually matters in the campaign (time-sensitive missions, random encounter checks every X units of time), then it's definitely a valid concern for the party. I therefore think an easy way to resolve it is to say going from Point A to Point B takes [this long] but when you get lost it takes [extra long] to get where you wanted to go and that comes with consequences. Then having a ranger or someone with a background wherein the party can't get lost becomes very useful. It's also a quick resolution method since you arrive at the destination either way - it's just a matter of the cost.