Now, what bugs me the most about 5E is short rest in duration of 1hr.
One thing 4E got right was encounter powers on 5 min rest recharge. Wrong was that EVERYONE had them, in SAME number on a given level.
AEDU was very right for class balance, clarity, new players learning the game, and remaining functional in the face of radically different pacing.
The 'short rest' to recharge being 5 min was arbitrary, though. In a raid on stronghold it might've been too long, in an overland journey, far too quick. Might've been better to just have had encounter powers recharge after an encounter ended, or, maybe even, at the risk of greater damage to fragile senses of verisimilitude, upon rolling initiative (because that'd've prevented systematically abusing an encounter power outside of an actual encounter, FWIW). Same goes with the time for a long rest. Any single time frame is arbitrary and limits the range of pacing for which encounter design guidelines work well.
5e assumes a single time frame: a 6-8 encounter 'day' with 2-3 short rests, and a long rest between days, among other things (party composition, lack of feats or magic items, etc, etc). You can then adjust those assumptions to change the feel of your campaign, letting you tune both class and encounter balance...
They tried to balance out short and long rest class mechanics but in 95% of situation where you can afford 1hr rest you can manage 8hrs also.
This tips the balance in favor of per day mechanics.
Nod. That's how D&D has mostly been. If players can pick their battles and proceed at their own pace, they can do much better than if they're pressed for time. It can be thought of as 'a reward for skilled play' or as 'a source of severe class imbalance,' depending on how positive or negative you want to be.

Or, perhaps more neutrally: D&D is, in significant part, a game of daily resource management.
Sort rest recharges are kinda tacked onto that, maybe as a nod to 4e, or as a way of pulling back further from the balanced AEDU framework than Essentials already had. Things might've gone better had there been a simple way to translate short-rest-recharges back to more traditional daily recharges. (Since the game supposes 2-3 short rest per day, multiplying the number of uses by 3 or 4 could do it, for instance.)
Once per short rest becomes the classic 3/day.
If they want to get away from 5 minute work day(5MWD) they should cut down short rest to 5-15 mins at most.
Easily done, as long as you can maintain the 6-8 encounter/2-3 short rest 'day.' In 4e, the 5-min (if that) short rest was typically taken after almost every encounter, that'd be twice as often as 5e seems tuned for.
Maybe have 5 min short rest but limit it to 2× per day?
Would work for consistently-6-encounter days.