Travel is one of the areas of DnD that is least understood, because few of us have traveled to distant locations on foot, or by horseback. In this day and age of cars, fast trains, and faster jet planes, the amount of time that it takes to walk from point A to point B is not understood on an intuitive level. Consequently all of the various rules for overland travel give very high rates of progress, and have very few encounters per day, particularly when one considers the amount of territory crossed.
One way to handle the issue of too much distance covered is to reduce standard travel to, say 8 hours a day, so 8 leagues, or ~24 miles. [thank you Talysman for pointing out my error here] Pressed travel rates would be more hours per day, as you really can not hike much faster, but could do so for longer. Horses would allow for slightly faster travel, but not if heavily loaded, and not for more than the 8 hours without running the risk of killing the horses over more than one day of travel.
A way to handle the second issue is to increase the frequency of encounters, while at the same time making more of them non-combat related. Mixing in some mundane encounters like "peasants" or "attractive local features" allows for more creative descriptions and role play potential than "a hex of woods, no encounter" ever would allow for.
Telecanter has another way to deal with the tedium of travel, by making the upkeep and wear and tear into a sort of
mini game, where the travel itself causes a sort of damage that needs to be allocated to the various aspects of travel, i.e. animals, gear, supplies. Traveling through areas like swamps, or desert, or in the winter cold would create more damage points, which then need to be allocated to the animals and gear until they are used up/die etc. Resting in good terrain for extended periods "heals" some of the damage.
I personally have been backpacking several times before, and it is amazing what adding a bit of altitude, 40 pounds of equipment, and reducing the amount of oxygen available will do to your endurance and your perception of the amount of ground covered. Walking as the only means of transportation, and having to lug a hauberk, sword, and a bundle of torches to the scary cave from which no man has returned... well, that would be pretty hard on the old body.
On another note, my friends from back east are going to be in town for a week or so, and there was talk of running a game which has me thinking about deep dark places in the earth, and what creepy things may be found there. I have been looking over real-life tomb maps, and it is easy to imagine how a few pit traps, animated skeletons, or falling ceilings could make them into death traps. Great risk for a possible great reward... sounds like a fun session to me, so we will see how it goes.