Noted. But 5MWDs has not been a problem at my table ever, really. Two reasons I think:
1) I think my players seem to stick to an unspoken compact that their PCs aren't really all that interested in just resting all the time and as long as their are plausible story based consequences to taking too long they will push on.
2) We have other house rules that addresses this. Short rests only take 15 minutes or so but you can only benefit from them 3 times between long rests and long rests take 24 hours and require a place that is safe, comfortable and well supplied. There is no such thing as a long rest on the dungeon floor while monsters are actively lurking about or on the side of a frozen mounting during an overland journey.
Also, long rests are not as beneficial for us as the PCs recover -no- hp during a long rest but instead regain their full HD, which they can spend at the end to recover some HP if they like. So if they are low on HP but still have most of their spells and other powers and some HD available there is not that much point in taking a long rest. I have observed that my players will tend to press on as long as they have at 25% or more of their powers and slots available.
The reason this has come up is my players have found the "whack-a-mole" combat encouraged by RAW to be silly. Part of that is a consequence of the Good Berry spell I suppose...we have a Druid and a Ranger so every time someone goes down it basically just costs the party an action or at most two to restore that PC to fighting with no other real consequences. So we implemented that exhaustion thing and they really like it. I am just considering taking it this one step further to entirely remove the "whack-a-mole" effect but then that will make gaining exhaustion that much more common...so I want to give them a resource trade off for that...sure you can stay in the fight but it will cost you wounds and that will cost you HD