One thing I haven't seen mentioned in this discussion is whether or not there are classes in play that depend on short rests for some of their abilities. The harder it is made to take a short rest the less playable classes depending on a short rest are. Making short rests practically impossible probably darwinises classes dependent on short rests, either by them dying off or players sensing the way things are going and not selecting them.
I'm mentioning this because it's very obvious to me, but I regularly see referees surprised by the logical consequences of players reacting to their decisions.
Yeah, if you're designing a dungeon, you should always have areas where the party can take short rests safely, if they're sensible (if they decide to camp in a much-used corridor, or right next to an unexplored area, then have at 'em, I say). Actually, a short rest is only 10 minutes, so in many dungeons I imagine even camping in a "well used" area wouldn't see any enemies appearing in that time.
Examples: in my current game, I had an "old" part of the dungeon that the current inhabitants didn't know about. This gave them a safe area (once they had cleared it out of ancient traps and beasties) for the PCs to rest. Later on, they found some Dwarves who were potential allies - again, this (potentially) gave them a safe area they could do short or long rests in.
There's definitely scope to
not provide any good place to rest, as part of a scenario to put the characters (and players) under stress, but you do have to remember that the party will be considerably weaker and plan the encounters accordingly (no recharge of even basic things like Second Wind, Action Surge, etc. and no ability to heal with Hit Dice). And it goes without saying that most in campaigns, this would be an out-of-the-ordinary scenario.
Example: perhaps the PCs are being chased through a dungeon (they have escaped from imprisonment?). They can't afford to rest. They might be able to jam doors shut behind them, collapse bridges behind them, or encounter other factions who fight their pursuers, but they're not going to be able to rest until they properly get away - with nowhere to rest or even stop, the 5e system provides an in-game way to put pressure on the players.