Not yet, but I will be once I start DMing 5e. My campaigns are pretty heavily travel-focused, and not very site-focused. 1-2 combats a day is pretty much my norm when actively adventuring.
In general, I expect that characters to go between 3-5 short rests between finding an adequate time and place to be able to take a long rest. I think that will bias the game towards martials and warlocks a little bit, but I'm cautiously OK with that. I'm also ok with expecting casters to either attack or use cantrips or other class features for about 65-75% of their combat actions, and reserve spells for special occasions.
If the party seems to be in a spot where they could really use a long rest but haven't been able to find a safe haven, I'll probably introduce some kind of mana potion, one that either gives back spell slots or allows an additional use of Arcane Recovery (and other classes' equivalents).
Personally, I like the logistical tension of requiring the party to find somewhere safe (and maybe have to MAKE it safe) if they want to take a long rest. I'm also thinking of requiring training time (new level in weeks) to further encourage the party to make frequent returns to civilization.