No regen between fights is actually the point of the system. Its designed to reward you for good play and to make smaller, less intense fights still matter. In DAO and DA2, just about every fight was huge. Swarms in DAO or wave after wave in DA2. That's because if you can always heal 100% after a fight, every fight has to be something that could wipe the party or its a complete waste of time.
A system that is all about stopping damage from happening is entirely different than one that is about restoring damage that has happened. Guard, Barrier, Crowd Control... all are options for achieving damage prevention. If you do that, you never use potions or rarely use them. You move on to the next fight right away. If you don't do that, you have to use up resources. This means that smaller fights that aren't really expected to kill you still matter, because they might make you use a potion and that's an actual effect.
Yes, you can circumvent the entire system by going back to camp constantly. But that's a choice you make. That isn't the intent of the system. Its boring and tedious because you are choosing to make it so.
I don't know. My experience of the game is quite different than what most folks here are posting. Cassandra was basically immortal on normal. I crafted an item that gave Dorian guard and he hardly ever used a potion afterwards. The only person using potions regularly was me. And that was mostly the regen pots. And I don't really control my party except to make the ranged characters move back if they end up too close.
Here is my issue with the no regen system. You can instantly travel to camp and get full health, potions very easily. Then you just have to hike back to your prevous spot. Most of the mobs are already killed when you do this, or you can just run away from them because they don't chase you down like DA:O did.
To me, that is a tedious way to heal in the field. If you had to use a "magic stone" (example) to travel back to camp and it had a cool down of, say, one hour, then I would agree with your point. But the way the system is set up now frustrates the player, IMO.
Just my two bits. But people - both hardcore and casual - are calling for some method of healing in the field other than previous potions.