That's what the ELITE game has ever been. Back in the classic ELITE days there was only one rank to grind, the combat rank. Everything else you did in the game was only to improve your abilities to gain the combat rank ELITE.
I guess you never played Frontier or First Encounters. But actually, at the moment you seem to be more right than wrong concerning ED at least. It's actually on Fdev to decide if it stays this way beyond Beyond (yeah, pun...) or if the changes in Q4 are only kind of a treat.
I think FE2 and FFE were much the same. In practice, in those games you could do combat, do combat missions, trade (which got you attacked by pirates), do passenger/courier missions (which got you attacked by assassins), mine (which got you attacked by pirates), work for the navy (which got you attacked by the other navy) ... and that was about it. You didn't have to go all out to do combat, but combat was a part of everything you did. (You could explore a bit, but there was no real supporting mechanism, no scanners to look around or discover unexplored systems, and you
still occasionally got attacked by pirates. Met some way out in the middle of nowhere at times, though fortunately I was well-armed)
(The occasional FE2/FFE hostile had a plasma accelerator fitted, too, which would make 2.1.0's "plasma multicannon" - or for that matter modern station guns - look like a peashooter. Fortunately any ship big enough to carry one was too big to aim it)
Elite Dangerous has already stepped quite some way from that - exploration has no combat (departure or return aside), certain mission types never attract enemies, and with the advent of the cargo scanner NPC pirates no longer blow you up just because you might have had some cargo. The density of random combat encounters when trading is also much reduced compared with the previous games - certain stacked missions aside, you might meet one pirate per system, two if you're very unlucky, none if you're quick at getting to the port while they're still stuck in a gravity well.
But, nevertheless, it does retain the heritage of its predecessors - it is very clearly in a lot of respects Elite: Dangerous, not Some Other Game: Dangerous - and combat or the possibility of combat is still a fundamental part of almost all professions. So it's not surprising that it gets a lot of the development and feature time, or that pretty much every major feature has some combat use.
On the other hand, almost all those features also have non-combat uses. Just going for the headline ones (since the non-headline ones tend to be QoL features more than combat ones anyway):
- CGs: there are more types that don't directly involve combat than those that do (though the combat ones are generally more popular)
- Wings: essential for group exploration expeditions to get big instances at meetups, other non-combat uses in trade, exploration and mining
- Powerplay: there are quite a few powers who are almost entirely indirect-conflict traders. Additionally, most of the passive power effects are things like BGS effects, trade price effects, LYR's discounts, which are mostly or entirely non-combat
- CQC: okay, yes, this one is combat. (Though as an explorer I found it very useful to be able to hop in for a quick fight and break up the routine of the surveying. I didn't manage a trip over a week long until after they implemented this)
- Horizons: synthesis, SRVs, salvage, racing, canyons, sightseeing ... lots of planetary stuff not (or not just) about combat
- Engineers: sure, a lot of the blueprints are useful in combat (a lot of outfitting is useful in combat!) but almost all of the non-weapon engineers offer things with non-combat uses
- Guardians: passenger missions, ruins to explore, SLF racing
- Multicrew: more useful in my opinion for exploration (sharing the sights) than combat (where it means you can't use the far more combat-effective Wings feature)
- Return: lots of Thargoids to shoot, but also lots of Thargoids to research. Station rescue and repair are non-combat.
- Beyond: trade data improvements, trade wing missions, improvements to other missions, less beige