Where "flying your spaceship" = Hyperspace jumps to a predetermined location and supercruising in a straight line to go grocery shopping at a store that will only sell you ⅕ to ⅓ of what you've been sent to deliver, because reasons. Here's a free tip: if your game play could easily be automated, you should either automate it, or make it more complex so it actually benefits from human intelligence. Fetch quests are valid as TEMPLATES for mission design, but it is the designer's job to ensure that interesting things can and will happen during that A->B trip. If the actual mission experience literally boils down to "go over there, then come back, then do it again 3,6,8 times; you haven't actually created anything.
Use a combat ship and treat the stuff as a pirate magnet, or take a trade ship and add a lucrative trade run into it. If you choose to limit yourself to doing just the one thing you dislike doing that's your problem.
If hyperspace and Supercruise were more involved tasks with nuance and an interesting range of situational and skill-dependent outcomes, I would agree with your point. But that's not the case. You might as well have an engineer unlock called "wait", where your job is to hold a parking space for the engineer by sitting at the pad for an hour and flashing your headlights whenever another ship flys nearby.
So yeah, to borrow your words: How Dare They.
In a game with a galactic sized galaxy you have to load systems individually since there are obviously too many to load in at once. Stick galnet on submit to and destroy pirates and drop into any interesting signals you pass.