This seems like a decent idea, as a large portion of the way we actually handle problems in real life is handled in a similar way. Ever hear the phrase about straw and camels? It’s true, at least to some degree. The little shit does add up, and having it add up to some degree isn’t actually a bad way to simulate the shit we call ‘moods’. Sleeping in a good bed should probably make you feel a little better upon waking up, and sleeping curled up on a concrete floor should probably give you a minor speed penalty from back pain. Unless, of course, your character was/is an outdoorsman (Hey, that’s where traits come in!), or something similar.
You mention people commenting on survival. Survival isn’t necessarily just about shit trying to kill you. Staying sane, or going off the deep end into depression/psychosis, is as much a part of survival horror as the zombies trying to eat your face. And that is, effectively, what we’re playing to some degree. It’d also give some use to all of the random shit we can build using the mostly pointless construction menu. I use it mostly for clearing windows and turning tables into delicious wood. Beds, occasionally, if I can’t find a tent/rollmat, but that’s a situation that’s so rare I can probably count occurrences on the hand of a frostbite victim.
It doesn’t seem like this sort of thing would be hard to implement, it just upsets the applecart by highlighting how very shit the morale system is for simulating something approaching human emotions. A robust system of daily uplifts vs daily annoyances might work, idk, and the reason your morale dips when you get wet or scarf too many ant eggs is because the system becomes unbalanced to one side, ergo depression or euphoria.