>>96120739>It's just that for whatever reason, nobody plays it like thatThe reason is that nobody wants to play that style of game.
If you look at other TTRPGs, ~the only attrition-based games are games based on D&D. Most games will generally have an adventure feature a handful of fights, most of which are story relevant. Delta Green, Monsterhearts, Exalted 3e, Rogue Trader, DC Heroes, Nobilis - I've played all these games, not a single one expects you to slog through encounters that exist only to drain your resources, because players don't want to do that. I've been prepping to run Mythic Bastionland, and it's built around doing a hexcrawl with random encounters, and it also doesn't have chaff fights!
Even OSR grogs wouldn't buy a non-D&D attrition-based game, because the ones conservative enough to want it, are also conservative enough to only be interested in "D&D with the serial numbers filed off" (e.g. OSE, ACKS).
So why does D&D keep itself structured in this way? Because it's D&D, and that's how it worked originally. That's it. There's probably some alternate universe where 4e was better designed for a D&D feel and they didn't do away with the OGL, but we're living in the one where they fucked it up, so 5e became "3e, but without any mechanics that aren't combat," and now we're stuck with it.