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Long rest frequently. There's nuffin wrong with it.
There's a lot of tension in the game though, in that many other events also advance by long resting. In several cases (e.g. getting to the point you meet Lae'zel in the cage, shortly before the druid grove without long resting) minor events and character interactions can be permanently missed for that playthrough.
Depending on your attitude to spoilers you could consider looking at this guide to time sensitive events.
https://steamcommunity.com/sharedfiles/filedetails/?id=3024365536
For causing problems with quests, this appears to be related to what triggers you've activated. One example is the kid on the beach. If you long rest, events will proceed without your intervention. Another one is coming across a fire and having the option to rescue people in the building. But these only happen after coming across the quest. Until then, you can rest quite a lot without worry.
For the druid grove, the conclusion of their ritual appears to require a trigger before resting starts to matter, but I'm not sure what it is. I believe it's related to the goblin camp. You can also stop the ritual in a few ways without advancing the story too far.
That one triggers if you just enter the area, even if you never have the fire on your screen or quest in your journal.
It advances (which is basically a failure of that initial step) even if you just go to camp (or, I think, leave the area) without even long resting.
Not always. Too many rests in Grymforge and everyone dies or leaves.
Burning House
Rescue Nere
These are just the ones from ACT I that I can think of.
Once you've learned about a timed quest it an fail if you do a long rest or two. They don't tell you which ones those are unfortunately.