Since people seem to be ignoring the actual question, I'll give it a shot.
To be truly a "harbor" -- i.e., insulated from the worst of storms -- an inlet probably needs to be indented at least a mile or so into the coastline. The very harbors have "pinched" egress ... with arms of land jutting out to almost meet at the "open" end. Alternatively, or in addition, reefs off the coastline can provide protection from sea-weather.
Because they're close to land (obviously), harbors tend to be shallow. This means that a ship can't travel anywhere near its maximum speed. In busy harbors, it could take a ship two hours or more to move from open ocean to its mooring place (which will only be a dock if the pier extends into deeper water, or if the boat has a shallow draft). Some harbors might be so dangerously cluttered (submerged rocks or earlier shipwrecks) that a harbor-master actually requires a ship to take on a pilot, or to follow a pilot-boat (for a "reasonable fee," of course). A busy and cluttered harbor would be slow-going, indeed.
Ships with oars are more maneuverable, and they tend to have shallower drafts, both of which will shorten mooring time somewhat.
In general, I'd say you can manipulate the variables -- size, traffic, hazards, motive power -- to set whatever time-line you want -- from open ocean to mooring -- between 45 minutes and four hours.
Hope this helps.
(BTW, this is mostly pulled out of my ass, based on reading and the like. I've done a lot of reading on the subject, because my own campaign is set in Freeport, but I still make no claims as to its real-world accuracy. Works just fine in the game, though.)