After reading many of the replies, I'm struggling to understand why so many people defend the current duration of this potion. These potions allow the player to invest 17 starting points in a second category and potion their way through the game without risk.
1. It's 1 hour in default rules for a valid reason. The difference between one hour and long rest, as someone else noted, is massive.
Whenever I play a game that has timed consumables with short buffs (Dragon Dogma, Solasta, Skyrim, Fallout, etc...) I usually end up hoarding them because I don't want to use them "inefficiently".
I like to either reach a level of supply where I can manage permanent uptime on the effect, or save them for some mega min-maxed sprint. For example if I have an XP boosting potion and there's a limited supply in the game you can bet I'm only gonna pop it when I'm about to kill the one enemy in the game that awards the most XP, and only when I am under every single other XP multiplying effect in the game.
I think the way Larian has implemented "until long rest" effects actually encourages me to use my consumables because I can control when I got enough value out of them and end the effect. Similarly, I never find myself using the "lasts 10 turns" consumables because it never feels like this is the opportune time to get maximum value out of it.