I think you're conflating original design intent with what was feasible.
If ED had only ever stuck with their original design intent, then neutron star boosts (something which is pretty much universally welcomed) would never have become a thing. SRV's, SLF's, multicrew, different station designs, GalNet audio, etc...
All these things were added after the game was released, and weren't necessarily part of the original design.
Why should we be so opposed to something just because it wasn't in the original design?
In fact, I'm going to just come right and say that anyone opposed to in-system jumps (or any variation thereof) should also be opposed to Neutron Star boosts for the same reasons.
I'm not opposing anything on the basis that it wasn't part of the original design concept.
I asked whether the ONLY reason for boring stuff might be poor game design.
The reply was yes. That can be the only reason for boring stuff.
Clearly, that isn't the case though. There can be boring stuff because a dev' intends to portray something which includes elements of boredom.
There's more to it than that though.
My original question was posed in response to another question asking whether it's good game design to include boring stuff.
The first thing, there, is that boredom is a subjective thing.
What one person finds "boring", another person might find tense, compelling and immersive.
The 2nd thing is that a game design choice that some people might find "boring" might have been made for a justifiable reason.
By way of example, I'd certainly admit that I find mat' gathering boring but I'd hope FDev never capitulate completely to people who moan about it and make mat's freely available to purchase because that would completely undermine the value and achievement of engineering.
If a dev' can find a way to keep one bunch of people happy
without upsetting another bunch of people, or placing them at a disadvantage as a result of the changes that have been made, or undermining other aspects of the game, then I'm all for it but not otherwise.
I can't help noticing that a lot of the people in this thread are the same ones who were wailing about long-haul passenger missions getting nerfed.
That being the case, I have a sneaking suspicion that the real motive for moaning about the "boredom" of in-system travel is the desire to minimise the time to complete those passenger missions.
Which is going to undermine the original concept of those missions (that they require patience to complete) and place people who choose to forego the new feature at a financial disadvantage to those who use it (completing one run per hour instead of multiple runs).
Overall, I see many, many reasons
not to create any kind of "hyper-cruise".
It allows people to complete missions far more quickly than intended.
It is likely to allow people to avoid interdictions that were intended as a hazard of the missions involved.
It is likely to allow people to avoid PvP.
It will cause people to miss other elements of gameplay that FDev
has implemented as part of in-system travel.
It removes the sense of scale from the game.
By contrast, I only see one reason to implement "hyper-cruise".
It allows people to do things that they currently find "too boring" to bother with.
Thing is, for everything that somebody might find "too boring" to bother with, there's something else which
won't be as boring.
If you're exploring and a body is too far away for you to bother travelling to, jump to a different system.
If you're running missions and a destination is too far away for you to bother making the journey, take a different mission.
Quit demanding
everything gets changed to suit you.
Accept that other people might want other things and they're just as entitled to have what they want as you are.