I find the removal of healing spells quite innovative and fresh and after watching some game-play videos i noticed potions heal 100% of your health. This interests me greatly, tactically your potions are more valuable when you are almost dead, so engaging a fight already injured may actually be a smart idea. It also appeals to the gambler inside of me, do i heal up and breeze this fight with plenty health to spare? or do i take that chance and use tactics to get through ONE MORE skirmish before popping the potion!!! it makes the little battles actually mean something...
I think this is exactly what they want to achieve with this "attrition-oriented" combat encounter design. Rather than simply surviving the next fight, playing well means surviving more encounters before you need to go back to the camp. Unfortunately, this is prone to being circumvented by going back to the camp often, and that means there will be accusations of tedium caused by this by players who have a problem adapting to a game that doesn't require you to clear out whole areas, or find it difficult to overcome their conditioning that you just don't approach a fight with anything but full health. I know that if I didn't know about this change and its intention in advance, I'd be in both of those groups. I tend to play it super-safe when it comes to combat.
I know that if this works as intended, I'm going to enjoy it a great deal. I can see a mixed reception coming, though, and not just by us notoriously change-averse fans.