I've been watching a lot of "alone". A full pot of snow melts down to less than a cup of water so I get that.
This is not how snow works. How much water you get from snow depends entirely on how compressed it is. For freshly dropped snow, sure, if you scoop up a handful you'll only get a few droplets of water out of that because you mostly scooped up air. However, even just compressing the snow by hand will remove a huge amount of air to the rate of about 50% water to air. This means that if you filled a pot and packed it down just with a normal human amount of effort and your bare (mitten'd?) hands (no fancy tools required), you could reliably boil that to about half a pot of water. With multiple pots and campfires this would be easily viable as a way to collect murky water.
I know how to make the dew collector, but don't have the filter. Hopefully I can find a filter at a trader.
What kind of complicated filter do we need? Water can be cleaned incredibly simply in real life, why would it be so difficult for our survivors? You literally just need wood, stone, sand, charcoal, and something to catch the filtered water in - all things that we have readably available to us on day 1 in the game. This isn't a complicated trade skill that only select people would actually be able to do (unlike glass blowing, it was always pretty unrealistic the survivors could just pop out 100s of perfect jars with a forge and no training lol), this is an incredibly basic knowledge that requires no skill to execute. Literal children can make and use these kinds of filters.
And if we already need a filter for the dew collector, why can't we scoop up lake water with a pot and filter then boil that?
I get wanting to make the survival elements a bit harder, but trying to make water harder to manage than it would be in real life is really immersion breaking. (Even more immersion breaking than super fast growing crops, only getting enough meat for a single day off a whole buck, or zombies existing lol).
Speaking of immersion breaking. The new system means that we have an infinite number of bottles when it comes to collecting clean water from dew collectors and presumably their higher tier versions that'll be revealed later, but we aren't allowed to use that infinite number of bottles to collect murky water to filter and boil at home. Why do we sometimes have infinite bottles and other times have 0? Also, it's just really weird to be drinking from some form of functioning container that I can see, only to then have that magically gone. It's been weird for stews and boiled meat that the jars randomly vanish, but at least you don't actually see the jar full of stew that you eat, where as we will actually see us chug from a jar of water and then it's just gone. I guess we just pull a Thor move and slam them on the ground after?
For a system like this to work, wouldn't it be better to do something like giving the player just 1 canteen that doesn't take an inventory slot and can only hold a finite amount of drink? We could then fill that canteen up from dew collectors without magically creating bottles. Said canteen could only be filled up with a new liquid once it was emptied and vending machines could act as if they were a drink machine and simply fill up the canteen with certain drinks (for a price, or we could use the drink machine asset that we already have and add that into each trader). With this style of canteen system, we could then gameify the system like maybe we unlock a one time upgrade recipe at certain level/day/quest milestones allowing us the make the canteen bigger, or maybe tack on like a flask for a smaller amount of a second/third liquid. A lot of ways to gameify this to make thirst less annoying as you progress, while keeping it harder in the early game. This would also give a lot of levers with which to balance; how much liquid can the canteen hold at the start? How late are the upgrades? How much is it to fill up? How filling is each type of liquid now that we have a new smaller maximum that can be carried (limited by the one canteen)? Etc.
Also, how is water being addressed for multiplayer? Are the amount of purchasable liquids going to scale per player now? Because if it stays the same as now, but drinks are harder to come by outside of traders and vending machines then how do we hydrate 2 or more people when the balance is making it hard for one person to quench their thirst without having to drink murky water? Will we gameify vending machines and traders to have separate inventory for each player so teammates won't fight over who can be first to buy the available drinks each reset?