I'm broadly of the view that D&D could stand to pick a lane on this kind of thing, which I would imagine means leaning into heroic fantasy tropes with much less concern for logistics except as an occasional challenge, in much the same way that food is presented as a concern occasionally in, say, LotR.
Or, if it still wants to be "the biggest possible tent game", it could stand to try to find ways to make the big tent more comfortable to play in, as it were. Personally, I would suggest stripping away the anemic survival-sim mechanics that D&D currently possesses from the core rules and then having... maybe not survival-sim mechanics, as such, but at least, let's say, "logistics matter" mechanics in an optional rules module. Not unlike how the 2024 DMG has a maybe-kinda-sorta domain play module with Bastions.
By way of example of a game where something like this has actually been done, the strategic-operational WW2 game Axis Empires has an abstracted system for handling air and naval forces, the rules for which occupy ~4 pages in a 60-ish-page core rulebook. It also has a separate module, named Schiffskrieg, with more concrete rules governing the operations of air and naval forces, with just shy of 30 pages of rules that the designers managed to plug neatly into the sequence of play of the base game.
And, sure, D&D is hardly a hex-and-counter wargame. On the other hand, the actual "procedural" rules of D&D, you might say - the rules telling you how to play the game, as opposed to, say, the reams of exception-based-design content such as spells, magic items, classes, and so on, is probably not far off from the main rules of Axis Empires in terms of page count. Indeed, the chapter on playing the game in the 2024 PHB is just around 30 pages, and the rules glossary at the end is just around 20 pages, in a larger typeface and with only two columns per page (as opposed to Axis Empires' three columns).