Cool then you should be fine with keeping the new system since exploration is not touched in any way.

Seriously though, I am a big fan of player agency. I have been arguing to increase agency for exploration since the beginning, and it is the guiding principle of any suggestions I make. So really we should logically be on the same side if things only boil down to player agency.
Quite the opposite: since the new system does not touch exploration, it should not be implemented — after all, exploration isn't altered
but everything else that relies on the same decision-making information is. That's one part of the OP that I find particularly galling: that they throw out this fancy notion of a holistic system that ties together exploration, mining, and mission running
and then they proceed to ignore the two parts that are significantly affected and only discuss the part where it makes no mechanical difference.
If you'll allow me to paraphrase you, it sounds like you think that you are having choices removed because of the lack of instant information, information that if you possessed it would essentially leave you with only one choice. But if you only have one option, then everything is decided for you, so where is the agency? It sounds like you are saying any lack of initial information means a reduction in choice. But is this really true? And in what ways are your choices actually reduced? Which decision are you no longer in possession?
I can no longer choose whether or not to engage with the exploration UX/UI. I
must play the minigame — it is a requirement before I'm able to decide whether or not I
want to play the minigame. Right now, as much as we can argue of the gameplay value of the current state of surface scanning (and again, I would like to point out that no-one seems to mind it being rolled into the ADS and be the main point of the minigame), you
can currently choose whether or not to engage in any of that.
There are tons of reason why you'd want not to: because it's just pink snowballs (and I'm after ze big bucks); because it has all been discovered before (and I'm after discovery credit); because I just don't care about the surface details but about the structure (I just want a nice double-ELW against a backdrop of an Ae/Be orbiting a B0-Neutron binary for my screenshot collection); because I don't care about the composition but about the relative positioning (it's just metallics and gas giants and I'm looking for weirdo forest moons with teddy bears on them); because I don't explore (I just want a ring to dive into); because I don't explore (I'm just looking for my mission signal); because I
still don't explore (I just want to get to the other end and don't want to clip into gravity wells or engage in any lithobraking). Some of the non-exploration is covered by nav beacons, but that still means we have a reduction of choice: where before we had three options, there are now only two — minigame or wasting (potentially precious) time diving in and out of the beacon grid.
Moreover, even if I
do want to explore and
do want to play the minigame, not having that information robs you of the simple agency involved in being able to piece the two together and target exactly the kind of space oddity you're interested in. There is an opportunity to
add more sleuthing to the process, but that opportunity is being taken away — again, you have no choice but to go through the motions of the minigame, and the minigame alone. Hell, even if I've long beforehand decided to
scan every last patch of sand in the entire system and engage with every little bit of both minigames, agency is removed: it's not a matter of whether or not to use the minigames — that is a given — but of how to effectively structure the process. Looking at your nav panel to try to figure out a good spiral pattern to cover all bodies as you DSS them is… ehrm… let's call it lacking — most seem to be in agrement there — but you're still actually engaging in an optimisation process, choosing where to go and in what order. That part is removed completely with the infini-DSS [insert “good riddance” cheers here, as appropriate

]
It's not just a removal of agency in how you go about travelling through space — a matter that has consequences far outside of just the narrow interest of explorers — but a removal of potential agency in the rest of the proposed UI. And none of it is even remotely necessary to deliver the revamp they've presented here, much less for any vague promises of an actual exploration update.