Yeah, but "well done" is not well-defined...
(emphasis mine)
Setting aside how Daggerheart doesn't have cleanly defined rounds, you mean?
It should not take you that long to go through four player's worth of actions. I don't know what you're doing, but it doesn't match my experience with the system.
The first part is inaccurate - a character can always take basic actions (interacting with the rules) without having Hope to spend. My very first session trying the game I was having horrible dice luck, and almost every roll was with Fear, but I was taking actions regularly.
You realize that characters start the session with Hope, and can get Hope back by resting? So, if you're walking around with none, that's a choice to not take a rest.
A character will, on average, generate Hope on about 65% of rolls, iirc (whenever the Hope die is equal to or greater than the Fear die). Therefore, if you are trying/expecting to spend on every roll, you are overspending.
Yeah, well, if you are comparing Daggerheart to Draw Steel, you are also comparing a more narratively-focused game to a crunch-focused one, which is kind of apples and oranges.