In the current campaign, we recently relocated from a setting where the dungeon was an hour or so outside of town and we usually could expect to just walk the day's loot out, no major fuss involved. Now we're 160 miles away, with our return rides, some hirelings, and the food for the way back camped a short ride outside of monster town, where their existence might be reasonably deduced by some likely future hostiles we've encountered.
At the moment the adventure balance is sort of Warcraft-like. Town is safe, most encounters are site-based. You really have to pick your loot when you have to carry it back for a week's uncertain caravan back to safety or trade with a troll for crude-but-portable swag.
The distance-from-safety involved in the campaign's move poses some interesting role-playing challenges. And I think it's pretty clear that having an unquestionably safe place a trivial distance away removes food and water tracking as a game element, and lessens the importance of planning ahead for gear. I like obsessing over gear, but living out of a backpack is pretty mundane adventure.
There is a lot of adventure potential in having danger on your doorstep, if the danger occasionally crosses the threshold. Then your safe place may not be so safe. Of course, there might be hostile factions in town that shift the focus of play away from the dungeon, but it's a different sort of thing when an evil thing is tearing up Moe's Tavern and you're listening at the doors of the inn. At that point, the dungeon/town dichotomy breaks down.
But then, so does the stability of the game world, so maybe that's why more DM's don't do that. Not everyone wants to play Warhammer or Cthulhu when they play D&D.