As always, late to the party.
First off, you have already answered the first question, which is that you wish to keep a somewhat realistic atmosphere. That also should answer the question if your group enjoys the logistics puzzles or not. (If you say no, than you have a completely different issue).
Secondly, There are reasons some game rules include Henchmen, hireling, linkboys and porters, etc. If you are going for some level of realism, this is part of it. Think of 'adventuring' as 'expeditioning', and it will help with the mindset. I bring it up first as this human portage is normally the first solution in the real world, but is not mentioned in your OP. Human portage can also help with other tasks, cooking, setting camp, guarding, etc. I was frankly stunned this had not really been mentioned.
(Not to mention some of the best NPC/PC interactions....)
Part of this also can be aided by the fact that these are fantasy campaigns, and some races and creatures are better at porting than others.
Thirdly, ask your GM what type of specialized equipment exists for such situations. We use pages of such gear in our games; alchemist robes with many compartments, spidersilk blankets, extra-tightwound spring-loaded scroll tubes, telescoping staffs that double as tent poles, etc.
My parties generally travel with 'writs of worth' from the Institute of Stenron or the Teque Guild of Travelers instead of huge coinage, and with gemstones, instead of piles of cash.
Fourthly, I did not want to rely on magic, so I held it as the last resort. Without resorting to the incredibly overused and Lame "Bag of Holding", what other types of magical aid would logically have been created by magic-users in a situation where they travel? Lots. Alarms for caches, Feedbags of Plentiful Oats, packs that reduce mass slightly, create water and create Food and drink spells, as well as scrolls of same and items that do these low-power spells daily, are just scratching the surface for examples of what a GM would have to logically create for a world with adventurers.