I'm going to go ahead and say that your GM must have been doing something wrong (and hey, that happens to the best of us when we break out a new system).
I've run Savage Worlds for more than a decade and I've never seen a turn take 15 minutes and only the most epic, sprawling, battle + adventure objective (stop the bomb, escape, etc.) scenes have ever taken longer than 45 minutes for me in Savage Worlds.
Well, I was the GM. I was running the game as a solo experience, so I was also the only player. This is as close as a white-room/ scientific experiment situation as I could manage.
I used pregenerated characters from the Savage Pathfinder set - the basic iconics of Cleric, Fighter, Rogue, and Wizard. I ran the first two encounters from the first adventure of the first Adventure Path. (Encounter 1 I handled as a Quick Encounter - with Encounter 2 being the "regular" combat that lasted over an hour I'm complaining about.)
I didn't "give" any of the enemies too high Toughness - that is how they were designed in the game, presumably by some of the best writers working for Savage Worlds as this is a flagship product with top production values. I didn't play "weak" characters - again, they were designed by professionals.
I didn't spend time arguing about strategy or looking up rules. I did the most basic, straightforward options available to monsters and characters.
What is a goblin going to do? Surround a hero and attack with his sword ... make a fighting check.
What is a fighter going to do? Attack a goblin. Spend bennies to Soak damage.
What is a rogue going to do? Try to get a drop on a goblin and attack a vulnerable target.
What is a cleric going to do? Cast smite on a weapon and attack - or try to heal an injured ally.
What is a wizard going to do? Cast bolt. Spend bennies to recharge power points.
What happened throughout the battle?
I'd hit a goblin extra. Do enough to Shake them but not Wound it. Goblin would succeed on the Spirit check to become unshaken and would attack the hero - not do enough damage to Shake them.
This went on for over an hour. Just dropping dice by myself and nothing happening.
At least if I were playing Pathfinder 1e, I could kill a goblin in a hit or two. In this game, they'd go from 1) Miss, 2) Enough Damage to Shake him, 3) Maybe enough damage to wound - but probably not. The frustration about Savage is that you can make a roll that - even after you succeed, even after all your computations, still does nothing.