Light is fairly easy to work around with a cantrip, but that does cost a cantrip slot, which is limited - that light cantrip could have been a mage hand or a firebolt or something. Still, this is one I can see a lot of DMs wanting to house rule to make more of a thing.
Cantrips are not that limited. Every caster with cantrips gets at least two. As long as one person in the party takes dancing lights or light, you're good. It's better if two or more take it. But considering 5 of 13 classes are casters with cantrips...you're more than likely going to have access to these two. Something like 2/3 to 3/4 of all races in 5E have darkvision. Yes, black and white vision and disadvantage on perception checks, I know. It's a non-issue...unless you house rule it.
Food and water will be a concern for most groups; sure there are spells that can circumvent the need for it, but that’s just trading one resource for another.
The outlander background with the wanderer feature utterly circumvents the need for rolling to find food and water. As long as food exists in the area, you find it. Period. You find enough to feed yourself and up to five other people. Automatically. The rules for foraging are really lax as well. Make a survival check and you get WIS mod + 1d6 pounds of food and WIS mod + 1d6 gallons of water. A pound of food and a gallon of water are one day's worth for a medium-sized creature. So really a non-issue...unless your characters are always traveling through the desert...or you house rule it.
Carrying capacity can only really be circumvented with magic items, which the DM is in charge of distributing, so just don’t hand out bags of holding and the line if you want this to be a concern.
If the referee decides to make carrying capacity an issue, many simply ignore it, then yes...magic items. But there's also the artificer. Who at 2nd-level can make their own bag of holding. And trust me...if you're playing an exploration-focused game where weight matters...any artificer will immediately make a bag of holding. Unless you house rule it. Then there's the genie-pact warlock...who starts the game with a vessel that's "an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high." Unless you house rule that, too. So the presence of either one obviates carrying capacity as something you can push. And how many races have powerful build and double carrying capacity now? At least five. So if you decide to make it an issue, the players will immediately make it a non-issue...or you house rule it so they can't...and then the complaining starts.
And the only feature I can think of that circumvents getting lost is the Ranger’s Natural Explorer, which only works in their favored terrain. Most of the time, this is still a concern for most parties.
Have you looked at the rules for getting lost? The highest check is DC15 and multiple characters can forage. At 1st level a ranger can generally be expected to have a +4-6 in survival. If you have a druid or nature cleric in the group, they're likely to have a +6-7 in survival. So even the worst terrain possible you're going to have at most a 40% chance of getting lost. But only if you're not on a trail. If you travel slow, +5. If you have a map or can see the sky and stars, gain advantage. And there's a really good argument to make that the Outlander background feature wanderer obviates this entirely as well. Once they've seen a map or been through an area they memorize the terrain. So...you guessed it, a non-issue...unless you...wait for it...house rule it.
If the PCs can reliably finish a long rest in the middle of an adventuring location, the DM isn’t pushing them hard enough.
Let me introduce you to the ritual spell called Leomund's Tiny Hut...it's a 3rd-level spell so, logically, it's available at 5th level. So once a party with a wizard reaches 5th level they never have to worry about getting a long rest ever again. The genie warlock can enter their vessel from 1st level...at 10th level they can take others with them. So agian, a non-issue unless you house rule it.
I roll for random encounters at least once an hour in dungeons, with additional rolls when PCs take risky actions. I would say that sleeping in a dungeon absolutely constitutes a risky action, so over eight hours, that’s a LOT of rolls.
It makes plenty of narrative sense for adventurers to be running into tons of monsters in a monster-infested dungeon.
Sure. But not so much in overland travel. And again...leomund's tiny bunker.
One encounter a day?? Yeah, that’s pointless alright. But I thought we were talking about old-school dungeon delving play here. The old-school dungeon is not a place you can adventure in for a whole day and have only one encounter.
You've never had a 5th-level party with a wizard tiny hut after one fight have you? I have. Immediately banned tiny hut. That didn't go over well. But at least my next group complained endlessly about how tiny hut was banned. That's always fun.
By food in the wilderness getting circumvented by a background, I assume you’re referring to Outlander? I don’t think that one is a big deal. Foraging already lets you find enough food and water for 1d6 characters on a success, Outlander just allows you to succeed without a roll and find the full 6 people worth of food and water, and only in terrain where there’s enough food and water available. But foraging is still a task you have to perform, which should come at the exclusion of performing other tasks simultaneously (with the exception of rangers, who can keep watch while performing another task).
Yes, one person in the group of 4-6 isn't watching, instead they're foraging. Oh no. The rest of the group is watching. That's not some amazing gotcha. And again, as per the above on how laughably easy it is to forage, it's a non-issue.
Ah, see. Yeah, by default overland travel isn’t much of a combat challenge. The gritty realism rest variant can help alleviate that. Personally, I treat travel as primarily an exploration challenge; the encounters that can occur while traveling aren’t really meant to be a mortal threat, but rather to push players to want to keep watch for danger, as opposed to other travel tasks like navigating, tracking, foraging, or making a map.
And that is obviated by the presence of a ranger, an outlander, or someone with a good survival skill. The designers really went out of their way to make exploration a non-thing in 5E. At a certain point it's obviously pointless to bother with. They designed it to be skipped over. So just skip over it and get on with the game. Unless you house rule the hell out of the game, these are not places you can make pressure for the PCs. They are just too easily obviated by PC abilities even from 1st level.