What @
web-head91 was trying to bring across (I think) is, that crafting and 'recrafting' a potion in the previous installments contributed (quite significantly for a decent percentage of the audience) to the overall immersive experience of being or properly role-playing a Witcher. Having to gather ingredients, either through picking herbs or slaying creatures for body parts and then actively preparing the potions, exchanging certain ingredients to produce different combinations of the alchemical components contained within (for more beneficial side effects or blocking out negative side effects of the resulting potions) and so on.
Think of it as a 'the journey is the reward' kind of experience, where you are able to derive enjoyment and a sort of fulfillment or gratification from having to put at least some effort in being able to use potions at the end of the day.
Resting/meditating and just having your used up potions refill, more or less out of the blue with no (real) effort or any input from the player whatsoever is just plain too easy and on top of that takes the actual experimentation (and fun part) out of the procedure.
There would be no grind or less grind if CDPR actually would have listenend and taken notice of some of the countless suggestions and solutions (in this very thread, by the way) for an alchemy system 3.0 that could have satisfied both proponents of the old ways and new.
Personally I would have gathered or stocked only the exact amount of ingredients needed to create or recreate X potions/potion charges anyway. That's what looking up formulae is usually there for, avoiding 'over-grinding' and accidentally hoarding way too much ingredients.
And I find it hard to imagine that gathering or 'grinding' for ingredients
once in a while (when the multiple charges per potion are actually used up) would have made up the lion's share of the 200+ hours the game supposedly has to offer or would have kept you from focusing on other things that are there to do.