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If you don't mind micromanaging it a bit, then depending on what they're suffering, bed rest isn't always required. Also Super-immunes, as long as they get decent treatment are usually safe to just let keep working as long as it won't be negatively affected what what conditions the illness imposes.
Especially if you have a really bad doctor, you might require bed rest to actually survive. As your doctor improves, though, it depends on the illness. Some have pretty aggressive growth and need that extra benefit, others are rather mundane and will be survivable with decent tending.
Also any disease that directly causes blood filtration efficiency to drop you really need to keep an eye on since they can get out of control very quickly as the disease progresses.
If I have glitterworld meds though, or a really good doc then that's enough for immunity to surpass infection even if they aren't resting.
Plant harvesting also gets a failure chance but that's probably fine unless you're picking Devilstrand, and mining stuff that gives resources will give less.
If they're researching, making drugs, making non-quality based items like components, or cleaning, they're just slower, which is still faster than not having them do anything.
If you're playing on a really cold/hot map, an injured pawn with reduced movement might do something stupid like wander to the other side of the map when you're not looking and not be able to walk back in time before getting hypothermia/heatstroke.
Also, if they wander far from base and a raid or predator comes along they wont be able to get to safety at hobbling speed.
Construction, animal gathering, butchering, mechanoid recycling, mining, and plant cutting all have resource loss/fail mechanics based on health, most of them cap at 100% and can buffer way over that with bionics meaning even heavily injured your colonists will eventually not waste any resources. Taming and Social skills can be reduced, resulting in botched taming/training attempts, or poor trades, but this is usually less of an issue. Doctors tend worse and have lower surgery success while injured. Everything else I can think of is simply slowed down by being injured.
Setting bed rest to 1 or 2 at the start of the game is generally good practice, as your colony evolves and your colonist's roles become more defined you can gradually adjust this as needed. Eventually once people are in full bionics, you have an amazing doctor with good meds, and a high quality hospital for always solid tend chances, then you can basically drop bed rest entirely in your colony, or set it to 4 so they only do it while idle.
I would echo that you should understand all the factors involved before messing with the setting though. In some cases you will have to micro-manage a bit based on immunity gain speed and certain diseases/injuries to prevent death that would happen if the colonist doesn't rest, you can also just manually "rest until healed" in those cases as well.