It can be argued however anyone wants too but adding a "short rest" and a "long rest" is a video game mechanic. It's become such an issue because it does jack up a lot of game master's intended game 'feeling" or mechanics because players expect to be able to "light the campfire" and recover even if they are camped in Mordor at the base of the Ring of Doom and suffer no consequences as they "recover".Snarf literally wrote that it's not a rest. That it's not an affirmative action. He asserted that it was a difference of KIND, not merely DEGREE.
Don't gaslight me.
If you want to have a discussion about how big a difference needing 5 minutes to rest makes vs needing an hour that's fine! That's a meaningful difference at a lot of tables, though it will vary from table to table depending on what kind of pace the DM sets.
As opposed to what the text actually says? That they're actually the adventurer resting and taking a break?
It has been an will be argued in many threads whether it's a good change or a bad change but to argue that its not a bid difference, or that the game isn't balanced around it is silly. Now having said that, the DM sets the encounter pace and can prevent short rests or long rests, but with younger players you get into the arguments we had in 2e and 3e with splat books. WOTC said I could>>>>>>>>> That's a huge freaking fight and often blows up tables. The designers should never have implemented it the way they did and should have offered it as an alternative option for those tables that wanted it. For the murder Hobo dungeon delving crowd or for new DM's who can't balance waves of encounters on the fly I suspect it's a welcome mechanic. But encounters as presented by WOTC are definitely balanced around a 'rested" party.