I am not skipping hunts and FATEs. Also, I'm not suggesting to go back to the "grind your way through 70 levels" that was the standard in the old games.
I'm saying that the majority of the quests I had to go through had dull mechanics (point and click to immobile object). The devs should either use some cool or unique mechanic (like the examples I made previously, or card battle or whatever other mini game is already available in the game) or use the main game mechanics (combat). Moreover, since combat is the main game mechanics, you can't use it just once every 10 quests, or it's not the main mechanic anymore (the exact ratio, 1:1 or 2:3, is not particularly relevant in this context, as long as it is fairly balanced and not 10 to 1).
You are talking qualitatively, saying that it doesn't take too long. I gave numbers: I played 3 hours, of which less than 15 minutes were combat, the rest was all running around and clicking on non-moving stuff or clicking through dialogues (or watching/reading MSQ stuff).
We can discuss if reading MSQ text is "playing" as it is a necessity for the story to advance (I'd rather not though, as it is a bit out of topic), but the fact that a major activity is "waiting for character to move from A to B" is an issue regardless of it.
The fact that "skipping text I don't want to read" is another not irrelevant part of the time, is another issue, albeit it only affects part of the player base. How much of it, only a proper statistic by the devs can tell.
In my experience in MMORPGS, though, the majority rushes max level without reading, a minority either reads everything immediately or rushes first and then goes back and reads the side quests (maybe on an alt). If your experience differs -and you don't have the habit to be in an roleplay or lore-geek community- then count me surprised. Regardless, neither yours nor mine are proper statistics unless we back them with numbers and proper sources.