You're incentivized in terms of tedium, but in terms of mechanics it's the opposite. The most optimal way to play mechanically would be to use no camping supplies at all and always backtrack to stronghold to rest for free. This saves you the most gold and allows 2 additional rests at all times in an unlikely scenario that you can't backtrack.
Huh? How does this make any sense? At most you can carry 2 camping supplies at a time. So a player thinks to themselves:
"Hey, I've been able to backtrack out of every dungeon I've been in. But later on in the game, there might be a dungeon I can't do that in. And though every dungeon has additional camping supplies, this hypothetical one might not. So if I were to ever run into this theoretical dungeon, and use up my two camping supplies, I would need to pay a 150 gold to resupply. I can't stand the thought of possibly paying 150 gold, so I'm going to leave extra camping supplies around that I could backtrack to and pick up instead in this scenario. And since I apparently can't count, I'm not just going to leave the 2 extra camping supplies I need lying around, I'm going to leave every single camping supply I see lying around so that I have 40-50 times the amount I'd actually need. And in order to accomplish this, I'm going to play the game in an extremely tedious way."
It's not the "most optimal" way to play. You're saying that if you do something tedious you could possibly save 150 gold (and possibly save zero, if the above scenario doesn't manifest). And then if you can't count and don't realize that you already have the two extra supplies needed to possibly save you 150 gold, you might just happen to start habitually doing that for no reason and make the entire game tedious.
Not really sure what to say to a player like that.