Changing the rest paradigm without talking about pacing is... well, it's short sighted. The number and types of rests that fit the game mechanics best changes depending upon what type of adventuring you are doing. Wilderness exploration the standard rules don't work well because how many days of travel are going to have more than one encounter? But in a dungeon, or even in a city in the middle of a tumultuous series of encounters the standard rules can work great.
You've got to coordinate your resting along with encounter pacing.