That's kind of the point of a sandbox. You don't have to do anything you don't want to. There are so many ways to spend your time in this game, it's hardly catering to a narrow segment. It's not catering to those who would never ask "Why am I playing this?" It's catering to those who never put themselves in the position of having to ask that in the first place.
By definition, whose who would never ask that question aren't asking that question, so you're fundamentally agreeing there. There are plenty of ways to spend your time, but the game segments certain activities such that activity 'x' does not yield reward 'y'. Or if it does you're down to RNG to determine if it rewards 'y' right now vs the next time the dice are rolled. Or might specify you have to do 'x' in a specific way to get 'y' (IE: scooping mats from downed ships). All of that tends to vary what you'd otherwise be doing when otherwise flying.
Some apparently don't care about dropping out of supercruise for random USSs and staying around to scoop the droppings when you down a ship in a res or mission. I don't find the scooping fun personally, but to turn bounty hunting into mats I need to. Otherwise I can't get mats. So I have a choice, downgrade my experience bounty hunting, or take more time doing something more directly related to material gathering, which will be faster than scoop hunting, but inherently worse. Or we just forget that path exists (pretty much where I am).
Now is that not the game's fault? The game literally sets the bounds of what rewards what. It also sets the timeframe of the rewards. It also controls directly the "fun" of every activity. It controls how engaging each method of gathering is.
The only player controlled aspect is how much of the game we're willing to interface with but not the number of mechanics we get to use because that's derived from the design of the game. So yes, the game is designed for those who will not question the use of time as a barrier. The game's design puts potency and variety against active time that it values differently according to the activity. The choice then is to simply give up on time or "grind" and the latter is undesirable, thus the only solution is that the design was indeed for people who aren't going to think about time.
Wrong question you should be asking "how can I do 'X' in a fun and non-grindy way".
The answer, per the responses here, is to not do it and do something else till it just happens but, per the question above, do I hit the point of getting that reward that way before I start asking myself if I care about it anymore?
And the follow up question becomes "what was the point in designing it in such a way that asking that question becomes common?" As for whether it is common, how many threads about grind have we had?