OK, I'll bite. What purpose does limited ammunition serve in your games? And do you use gritty realism recovery?
From my perspective, ammunition is just about the only resource that you can actually run out of in 5e. Long rests recover hp, HD, spells, and nearly everything else; they're a panacea for lost resources. Short rests recover hp and some abilities. There's no equipment durability system; no sunder abilities. There are readily accessible spells that make survival fairly easy. Light is easy to come by, as is fire. Water can be created by means of several spells. Food, too can be created by a spell. And there's a handful of shelter creating spells, too. And failing that, the Survival skill can get both food and water and fire and shelter. Compared to nearly any other edition of the game, adventuring in 5e D&D more closely resembles taking a fifth wheel trailer to a state park that has full hookups. "I'm camping!" Sure, sure.
The only actual attrition in the game that survives a long rest is: exhaustion, recovering spent HD, and spent ammunition. And two of those can be recovered simply by more long rests.
It seems that for the average party wandering around woods and wilderness of Faerun, the only reason you know that you'll need to go back to town is because you've run out of arrows.
Given that other weapons don't run out, and cantrips don't run out, and the fact that ammunition is dirt cheap (5cp/shot) I don't see what retaining the attrition on arrows and bolts accomplishes.
For the life of me I've not been able to figure out why they did that. Encouraging people to take 2 levels of artificer?