See, by even 3rd level, survival in the wilds can be pretty easy for DnD characters, unless you simply try and wear them down through attrition of hp and even then daily spell fix most things. Thats why players always look for the path of least resistance, and go all out vs random monsters, because they want to skip to the fun bits asap.
Whereas in 1E & 2E wilderness travel was damn dangerous and tended to be for mid level characters onwards, before that you explored near your homebase.
Not sure what the answer is, I quite like the Adventures in Middle Earth system and intend to adapt their overland journeys rules to 5E and make a long rest take several days while in "journey" mode.
Usually though I adapt the 5 room dungeon model (sometimes cut it down to 3 "rooms") and arrange some semi-random events and make the journey into the week's adventure. I will usually include:
An NPC encounter or two to interact with/ learn news from
A "random" battle or two (or possibility of such) which may or may not have anything to do with the main plot.
Some sort of environmental hazard/puzzle to overcome
Maybe some weather related event etc.
Been doing that for a few years now and because I mix the order up my players have yet to catch on.
Stormdale