Oh, I agree, that is the problem currently. I think the solution is to give MORE classes/subclasses SR features, NOT to make FEWER features SR-related.
I don't think it is actually a problem for DMs to "work an hour of rest into the adventure." I think that tends to happen fairly naturally. And, if the DM and players feel they can't spare that much time, they can tweak the timing of a short rest down to whatever they feel it should be.
Frankly, I think we need potions or even mundane items that can serve to shorten or replace short rests, too. But, again, an hour? It's a touch awkward, but not ridiculously so. If the party is using rituals, that's only 6x as long as it takes to cast one.
Also, I am a fan of trying to structure time a bit more, using 10-minute "turns" in dungeons (inspired, I admit, by 1e rules on the subject) to both mark time, mark major actions by players, and to give some structure. And a short rest is just six turns under that, which isn't that big of a deal.
But...again...I have trouble picturing a game where the DM had to "find time to squeeze in" short rests, but the party had any opportunity to take long rests.