You could, but justifying it might mess with verisimilitude.
DnD encounters are intended to be part of an adventuring day, and wouldn't be challenging outside it, since the difference between doing well and doing poorly isn't enough to cause consequences. You're running into that problem, as well as a problem with the definition of an adventuring day encompassing two different things.
The problem is that an adventuring day is:
- A narrative construct in which multiple encounters draw from a common pool of resources.
- A timeframe which is blocked off by long rests and divided by short rests.
You want the first without the chronology baggage of the second. There's two ways I can think of handling this without a ton of baggage, as well as just eliding combat encounters.
Making a journey one adventuring day
If the justification works for you and your group, you could say that the stress of traveling, being outdoors and keeping good pace means you need to take a longer rest for the same benefit. That way you could scale up an adventuring day to a "Journeying Week" where a long rest is a day spent resting, replenishing stocks and maintaining gear, for example. The nice thing about this is that all the work's already done, you know how to handle the structure, and it's minimal work to explain and understand.
Providing an alternate challenge framework
If you want more flexibility with chronology or just feel like the journeying week idea wouldn't work with your party, you're going to want a narrative construct to fit your encounters from. In that case, something like Oregon, I mean Eberron Trail might work well. Your party has resources for the journey, food, probably a supply cart and some other stuff, and the encounters should revolve around managing those.
As an example, say you're going through a large temperate forest where goblins live. They want the party's stuff, so they mount a raid. They have a good enough idea that the party can fight, and none of them want to die over the stuff, so instead they engage from range while the party's resting and try to shred the party's tents. If they succeed, the next time they move on the party the party's wet, miserable, and debuffed when they try to distract the party while they break the cart's axle. That way, the encounters feed into each other.
Just ignoring the framework
You can also simply not put the battles into a resource management framework, acknowledge that they won't be particularly challenging, and use them as worldbuilding. Something as simple as mentioning occasional skirmishes with goblins that can't press the party enough that they aren't fresh could work. You could also use this to show wildlife in action, with predators trying to threaten the party, but if they look closely they can notice the predators are keeping their backs towards a small enclosed space of some sort where their young are. If the party fights it, then they fight it, if they don't they don't, and you don't have to worry about balancing a day. Similarly you could mix in entirely non-combat encounters at will.