I sincerely appreciate your balanced post. There are means to make a long distance engaging and feeling big beyond waiting. So many mechanics have been proposed, mini jumps, hyper cruise, systems/hull erosion, hypersleep, logging out and have the character travel while you are offline, multiple character slots etc. etc. Any of these would have the player actively engaged in the process - and communicate the scope of space.I know what you mean. There's not much challenge in Netflix-based gameplay. Which also means in most people's eyes it's not something to take so much pride in. But there's another important aspect. "Space is big..." I leave it to you to fill in the rest of the quote from the Hitchhiker. I've played enough space games, where a solar system in the end felt like it was the size of a small city at best. In terms of game mechanics that worked perfectly fine. Everything was reachable in short time, space was crowded, things happened. Plenty of action, plenty of gameplay, which was perfectly fine for those games.
What was lacking was the feeling to really be in space. It could also just have been a big room some stars painted to black walls. Traveling times are something to contribute on this aspect. So yes, it indeed reduces the game aspect by reducing the density of action. But it adds to atmosphere, which also should not be forgotten.
Given the evolving nature of the game, I understand how people get attached to an initial iteration of a feature. In this case however - a sitting and waiting mechanic is a pretty embryonic conception of space travel.