It's limitless... within the parameters that you care about. There is a limit, but you don't see it as a meaningful one. Personally, I feel the same way about full-heal on a Long Rest - it's essentially limitless, and turns everyone into Wolverine
You guys are really under-rating Wolverine's regeneration. Just say'n.
But, yes, any rest-recharge power is essentially unlimited, given time. That's been an issue with D&D and spells since the beginning, and why we get bizarro schemes to systematically cast spells to generate unlimited money, or simulacra, or wishes, or whatever. 5e extends it to a few more, much less problematic things than spells, as well. I mean, you can't systematically abuse Action Surge or Second Wind or Rage or Ki Points to wreck global economies, AFAIK...
It's not a question about how the DM chooses to interpret the rules. It's a problem with vague rules, which the players cannot adequately interpret.
Which is resolved by *ding* the DM interpreting the rules and issuing a ruling. The players then rely on the ruling, not the rules (sounds familiar, no?).
5e needs some sort of trained Internet Forum raven to squawk "Rulings not Rules! CaW! Rulings not Rules! Nevermore!"
If Short Rests are limited to no-more-than 2 in a period of 24 hours (for example), then Short Rests themselves become a resource to be conserved, and they need to spend those strategically.
I'm guessing that'd mess with whatever balance there may be between short-rest-recharge and long-rest-recharge resources. Other alternatives might be "only one short rest between encounters" or making short rests an indefinite time, that's as simple as putting 'or more' at the end ("After resting an hour or more, you gain the benefits of a Short Rest, after resting for 8 or more hours, you also gain the benefits of a long rest") or having a minimum time between short rests (min 12 hrs between long rests, min 3 hrs between short rests - you could even make short rests a lot shorter with that kind of rule).