Given the comparative ease with which DMs may slow down player progress or create impediments that must be solved in some other way besides constantly powering through, I would prefer that the rules neither particularly enforce, nor particularly dissuade, any specific downtime rate or amount, other than the sacred cow of "spells refresh on long rest-equivalents" because that's one of the few things you can truly say has always been part of D&D (even 4e; I know memorizing spells could be very, very slow in the past, but healing wasn't much faster back then.)
That way, it is up to the DM's choice of what challenges and situations to provide, and the players' choice for what counts as safe gambits and what counts as dangerous over-extension. It feels just as unrealistic to me that there's such an arbitrary "you only get half your hit dice" back each day, when (to the best of my knowledge) that is the only resource that requires multiple long rests to fully recharge.
But then again, I also think that hour-long short rests are ridiculously, stupidly long for no reason, so it's likely this is just another area where you and I simply don't agree on the fundamentals.