Or don't want to because it's off genre for the strapping baddass to take a leisurely nap between every scene because it makes for pretty awful pacing for action adventure.
Short rests are meant to refresh powers that should be available every battle, or almost every.
If you put it on a 1 min duration, you succeed at that.
1min in combat not doing anything removes you from entire duration of 99% of battles in D&D, and removes the possibility to carry "combat spells" that lasts 1 min to carry to next encounter that literally might be in the next room.
spells need bigger standardization in duration.
1 round: attack modifiers, Hard crowd control
1min: combat buffs/debuffs, Damage over time, Softer crowd control,
12hrs: Area denial crowd control, aventuring spells, minor combat utility, local weather control, summoning spells,
24hrs or more: "kingdom building spells": I.E. teleportation circles, various instant fortresses, temples, druid groves, mage towers, astral gates, NERFED! Leomunds tiny hut.