By analogy, in Formula-1 racing (and other racing too) it is a very strong strategic element to determine after how many laps you should stop at the pit stop, as it determines the exact amount of fuel you want onboard, which influences the car's weight, etc. This is a strategic element. If you were to include pit-stop stops every 2 or 3 laps, it would just become boring, and attrition-intensive. It wouldn't be a racing sport, but mostly the addition of who has the most efficient engineer team to fuel up ;)
This is an excellent point and serves as a great introduction to my opinion on this: attrition is fundamentally related to time. The pit stops are only carefully managed because they waste time, which is in racing and war, the ultimate resource. I think just about any attrition mechanic
could work provided it is related in an interesting and fun way to time. The King's Bounty game mentioned above is one example, as are many rogue-like games. These games are generally turn-based, but also have strong incentives not to waste time. In King's Bounty, the total number of turns was limited, in many rogue-likes, consumables and equipment are so tightly rationed that the player has to strive for optimal play, and minimal attrition, or wind up hopelessly under powered.
Dead Rising made the attrition-time relationship explicit. The player could inevitably find almost unlimited provisions, but if he wasted too much time doing so, he would fall behind the clock. I know for me, this gave the game an exciting urgency.
Of course, there is a drawback (which I've experienced in both King's Bounty and Dead Rising
) to inflexibly limiting time, which is that a player may realize many hours into play that they have no chance of success, because they've wasted too much time. This is a serious downer, and very negative feedback for the player. There are many perma-death RPGs that overcome this by making dying-and-restarting a core mechanic, though, so it can be done.
In any case, I think a jRPG probably does not need to be quite so strict, but the standard approach (which I would say is roughly 'we'll discourage the player from wasting resources, by making them waste a bunch of time on a boring walk back to town, then even more time fighting their way back to where they left off') is not terribly fun, and could do with a replacement. One mechanic I think might be fun to experiment with would be purely aesthetic feedback: the more time a player wastes not destroying a ravaging monster, the more of his village will be left in ruins. Ultimately, there is no negative feedback other than seeing that all those cheerful but useless NPCs are now gone.