The automatically regenerating health was one of the worst parts of DAO. It was part of BioWare's explicit focus on tactical play over strategic play, and it was a terrible idea.
I am overjoyed that they are undoing that decision.
Ditto. Automatically regenerating health means that every single fight HAS to be a material threat to your ENTIRE party. Everything that happened in the encounter is instantly erased, there's no carryover. It's both boring AND annoying. Genuine attrition also allows for fights that are genuine speed bumps that you can coast right over--they aren't a threat in the sense that you might get a game over, but they might deplete some of your resources that you'd like to have later on. Everything doesn't have to be scaled up to your level (or down to your level, for that matter). And, likewise, if you never do encounter a material threat, well, you still have a few spent resources to recover to show that you expended some effort.
Interestingly, the Vancian magic system also largely borked up strategic play, because the extreme degree of limitation enforced a degenerate resting mechanic on casters. If a fight was a material threat, you'd probably use up nearly all of your effective spells and NEED to rest immediately after. If it WASN'T a material threat, why in the world would you waste your spells on it? That and individual spells could vary wildly between an instant "I win everything" button to totally useless--often the same spell in different circumstances. Add in the DM rolling random encounters when you attempt to rest and what you have is not an exercise in strategy but more one of sadomasochism.
And because of the elimination of this enforced scaling, the game can have self-scaling. Finding an area too hard? Go back to an earlier one and hunt some more animals and scrounge up more crafting ingredients. Now you have more xp, better gear, and more resources, so the new area is actually *easier*--the game difficulty becomes self-adjusting. (Ideally the level/resource cap would be such that all the non-optional parts of the game could be "leveled past" in this way--or it could provide a radically more challenging experience for someone who charged right at the end.)
People are just assuming way too much. So you love healing because it's a "get out of combat free" card, because you hate combat because the combat is boring? Well what if they actually made fun combat for once? Doesn't that kind of topple this whole chain of assumptions? And what about that other assumption that everybody keeps making, that "not my exact perfect favorite thing EVARR" = "total crap can't be enjoyed on any level if I even have to look at it I will commit seppuku". Not to mention the claims of the always-popular self-appointed Consumer Prophets who declare that "this change will ****** A LOT of people off". Did you conduct a poll? Or you can't tell the difference between yourself and "a lot of people"? "I play for the story". Nobody plays a game exclusively for the story. The story may be the game feature that is of primary interest to them (it is to me, otherwise I wouldn't have put up with the tedious combat in the first two games), but if it was the ONLY feature you were interested in, you wouldn't be playing games, you'd be reading books. And you wouldn't be complaining about gameplay on the forum, either, you'd be asking for a novelization or trying to line up people to play it for you so you could watch.
If you refuse to even attempt to enjoy things on their own terms but insist on bringing along a huge mountain of assumption baggage containing a massive itemized list of things you refuse to even ATTEMPT to enjoy, then yeah, you probably won't enjoy the game. And I also really don't care, because you made up your mind not to enjoy it before you even had a chance to play it. If your favorite restaurant gets rid of your favorite item, do you quit going there, or do you maybe try something else on the menu? And if you do leave, do you grasp the fact that the restaurant may actually be *better off* because their new menu appeals to a much broader range of customers who eat a dozen different dishes and want a restaurant with a more comprehensive menu?