My house rule has been that short rests remain about an hour, but a character cannot benefit from more than 4 of them between long rests.
Since the standard adventuring balance was based around 2 short rests per long rest, I prefer that number to be a middle rather than a cap to be bouncing off of all the time. This also allows short rest recovery classes to be flexible in relationship to long rest recovery classes, which I believe was part of original intent.
By keeping duration at an hour, it makes it very rare that there will be situations when you'd want more than four. (Especially true with my group that is going to press on in a dungeon until they feel like they need a short rest, rather than attempt to take one after every encounter.)
Because an individual chooses whether they are intending to benefit from a short rest, it means that must because the party is taking a break for an hour you aren't automatically wasting one of your rests when you don't need it.
(I also use the healer's kit dependency variant rule, so you need to spend a healer's kit usage to spend HD during a short rest.)
The purpose of this rule (given that the results don't actually change the design expectation for number of short rests taken) is to maintain my suspension of disbelief for certain short rest recovery mechanics, and to provide a built in limitation on certain shenanigans that could be used. Even if they never come up in actual play, saying that the in-world physics put a limit on how often someone can benefit from resting gives me a sense of world continuity.