I'm not against this, but that just isn't, even arguably, "an improvement".
An improvement on something is similar but better.
What you're proposing there is entirely different and essentially completely unrelated subsystem (which could actually co-exist with the current food system). It might be great. It's not an "improvement".
Personally I think the whole "food as temporary buff" deal is kind of annoying to manage in Pillars 1, especially if you want everyone to have a food so have to carefully split the stacks and click them individually and so on. So I'd be happy to either see a big change like you've suggested (which could be an improvement or just tedious, pointless resource management, depending entirely on the precise design), or just an improvement to the way food is handled by the UI. Making the buffs last longer (even if they had to become smaller) would be good too (maybe "until rest").
The problem with your proposal, though, is that it overlaps with the current "camping supplies" design, which already (presumably) incorporates food, so that'd need looking at.
The OP's suggestion isn't bad but it would seem like it was stretch-goal material, not merely a normal suggestion, as it'd have to be an entirely new and pretty big system, and require a ton of extra dialogue to be written and recorded.
The most hilarious game for this is Fallout 4. A lot about the NPCs has been improved to make them seem less static, but with this they kind of went too far, because it seems to be triggered on area transition, so I've had bunches of NPCs want to have a serious conversation just as I zoned into a dungeon... Like, Piper, seriously, do you really want to talk about this in a radioactive storm-drain full of raiders?
actually ,i have a lot to suggest ,but i know just adding something in the vain hope is not right,so this is basically a suggest to change the “dialogue environment” to some thing more sensible,most things are already there ,just to marry them together