That's the main difference of opinion regarding the proposed exploration "improvements".
To you (and many others), finding out where the planets are is the end. For me (and many others) it's just the beginning. Finding out there is some remote iceball somewhere doesn't fill me with any kind of joy or fulfillment whatsoever. Discovering and interacting with things on some remote iceball does.
While I (and many others) were hoping all year that content and mechanics would be added and expanded upon to what happens AFTER we locate the celestial bodies and proceed to actually explore them, FD thought it would be nicer to make the exploration "revamp" occur before the actual beginning, which is at the same time depressing and also genius, as it's the perfect way to tick the "we did the exploration revamp" box without actually adding anything to exploration.
How is this different from saying: "we should have a button that instantly removes shields, because shields are just the beginning of a fight. I (and many others) want to make a snap decision about which power plant to target immediately upon starting a fight." That would sap all of the complexity out of combat, which stems from the fact that it is a two step process. 1) find a way to get through the shields 2) disable or destroy. If there was no shield then fights would be over before they started, just like exploration is now.
Why can't exploration be deep enough to have multiple steps, with each step having significance, depth, care, and stuff to find? And why should Frontier waste existing content by cheapening it with a frivolous honk? That is a horrible waste of existing IP.