Making something "feel" like realism without actually being realistic is what most designers aim for when trying to make a "realistic" game. I think that when a game mechanic gets in the way of fun, it should probably be examined to see it it needs to be changed. I do understand that part of the appeal of the game is the way the mechanics imitate an earthlike world. It is too easy thought to get tedium confused with depth and complexity. I think the trees dying might just be a bit tedious in this case because the mechanic does not serve any particular need. I mean if the goal of the game was to keep as many fruit trees alive as possible, then the mechanic makes more sense. I have about 400 hours in GTNH (I feel most people will know what that means) so I like a bit of depth and complexity combined with grind.