It .. isn't. In one, the world has the same amount of zeds, on the other the food generates more. In one, you see the zeds behave "peacefully" when you don't carry food, and you see a difference when they smell you. In the other, you're swarmed by just another wandering horde.
My idea of carrying meat to optimize was tongue-in-cheek, since I know you dislike me playing the game as it is made. The point is: If you make a stupid system, you create stupid playstyles.
Now, could such a thing be made to be "good enough" not to be obvious? Yes, perhaps. In a game where zeds would have reasonable spawn positions (not in sealed ceilings ready to drop on you), corners you've checked would remain clear after you've checked them and breaking the wrong door wouldn't lead you backwards a path where every zed is obviously standing in ambush next to the door the devs expect you to walk in from. In such a game I could expect the devs to bother with implementing a system that would still feel immersive. Something like spawning in a few extra zeds with heightened senses.. or meat-seeking behaviour, as they'd "need" to be controllable by the meat they're spawned in to chase, to make it make sense.
In a post A16 7dtd, not a chance. Airdrop zombies, at best.