While I understand your argument, I'm very sad to inform you this current system of using energy drain to limit how much adventure a player does per day has more or less completely failed its purpose of time management. All it functionally does right now is stop a player from opening loot chest in the higher level areas or using special moves since having 0 energy doesn't stop a party from continuing their adventure. I'm not trying to put down Kazama from this community, but he even suggested a 'complete main quest in 2 days' challenge in general discussion areas which pretty much bank on the ability to have unlimited adventure per day.
The way I see it, unless this game gets a complete revamp of its adventure part and introduce a The Elder Scroll like 24 hour in game time system, there's not much can be done to stop a player from exploit game mechanic and continue to adventure in one day since even high level area can be cleared by using basic attack for a highly leveled/lab modded party. Another way I can think of to limit adventure is implement a very severe debuff to a party with 0 energy and extreme high stress, but that just feel mean to player who doesn't fully grasp the system and gets stranded in the wild before their energy hit 0.
I agree with you on principle there should be some limiter on how much adventure one can do in one day, since I too feel this game gets extremely bogged down whenever I gets a party strong enough to leave town. I just feel like it need to be implemented better although I myself have no good ideas of how. Hopefully someone smarter will make better suggestion in this thread.