The problem isn't fast/slow travel but too much sameness in either choice. The training wheels that should be removed as you get better actually seem to get reinforced instead. Now you rarely hear of someone dropping out of hyperspace into a star, and thargoids are optional content with "doors" you can select to experience them. Materials now have traders, no need to find the materials one by one. Even when you find them you get groups of 3. Raw mats now have large caches on distant planets where you can fill your cache at one site. It's not realistic that every element (except selenium) would exist in biological POIs all in one system, all a small grindy distance from the entry point, but on different planets like a mall for elements. But it's a game and as it ages developers start to market it more toward people don't want to grind as much to do the same tasks.
The list of training wheel aspects of this game is pretty long. Limpets are probably one aspect (one I like). Engineering is yet another. Then you have supercruise assist, assisted docking, the FSS that doesn't require you to ever leave the entry point to discover every body in the system, VO mining that completely removes the money grind, the ferry that takes people to the magical world of FSD and other module enhancements at the Guardian sites, and the enhancements themselves that turns 10 jumps into 3. The FSD charging and jumponium and a host of other QOL "training wheels" add ons.
Only the explorers who rarely come to civilized space are playing basically the same game they were since the start, minus the obligatory, crass addition of the scanning hardware that forced these folks to change up without ever having touched a man made structure.
Once players achieve the ranks and the status, they often wonder about aimlessly. The game doesn't provide a lot of extra for them to do that has any progress markers other than engineering and credits, the latter of which are in abundance.