Traveling is content, the game starts the moment you turn it on, and every part of it you should see as content, if you dont, then you simply lack perception of what game design is and should be. You believe it is just filler, am telling you that it isnt, and that it never should be, and people should demand that it never becomes filler. You think that competitive means rushing to endgame brainlessly clicking through content. Competitive should mean competitive in terms of game design and experience, value of time invested and depth of gameplay. Just because some people cant see past their ADHD and take their time to enjoy a game that doesnt mean that the games need to accommodate their short attention span and constant need for instant gratification. If I was a game designer I would just sell you guys a skip button to end credits if that is what want, that way I can design the game in a way that it will be fulfilling for those that actually want to immerse and enjoy it.
Auto-pathing and auto-questing are systems designed to keep you engaged while your attention is constantly split doing other things, and then games get designed around these features, so you would log in and kill 1000 mobs while being afk. All so the devs can show shareholders how many daily active players they have in their game. Is this good game design to you? Because that is where it leads.
Instead of being an avid auto-questing enjoyer, try being someone who actually demands devs make questing and movement and walking more interesting and fun. Provoke yourself to imagine a game that can be entertaining at every step instead of asking to remove something as basic as questing. Ask for those parts to be better, think how they can be better. Then make a suggestion.