The game is already striving for realism and is full of such elements, spoilage won't suddenly make it "a real life sim" or anything. Only thing spoilage would do is making sure that an already elaborately implemented feature which is hunger/food etc, stops becoming irrelevant in the first few days.
Some of you may think that spoilage "will be a drag" but it will actually keep many of the activities the game is consisted of, alive, like hunting, foraging, farming, cooking and even trading to a degree, for more than a few days. Exploring and looting are also affected as a large part of the things you find, such as seeds, cans, food etc, are quickly perceived as trash because the player can stockpile food indefinitely. Then you suddenly run out of things to do and before you know it, ask for space rockets, underwater diving, boss zombies, legendary items and new guns, but they will never be enough as the novelty will quickly wear off.
Spoilage will also help to mix activities the player does in the game in a, say, weekly basis, which is very important too imo. Observed people mining for many days straight for example, or doing something until they burn out because there is nothing to draw their attention elsewhere or any emergent needs - they just click their fat stack of equipped food and carry on. It doesn't have to actually interrupt your activities every once in a while having strict timers, or make you look at a timer every now and then, as long as it lenient and simple enough, so that the player intuitively knows when to care for it after a while.
And no, I am not saying that the player should "constantly search for food" or struggle throughout the game, but atm food/water become irrelevant way too early and way too abruptly. Just that the time the player spends for needs should be lowered more progressively, increasing the player's QOL along with progression via electricity etc. Also, balancing the food income won't change anything, as long as it's always a net positive and can be stockpiled.