Except that this assumes every detail must be fleshed out with encounters.
I'm not sure I understand that objection. You are going to want to have a certain density of stuff to find. In fact, you are pretty much always going to want them to find 'something'.
What I hear being described is a "open the door and there's a monster there" dungeoncrawl superimposed on an overland map.
Every adventure is a dungeon. The only thing that really changes are what the room and corridors are defined as. I think where you are getting confused is that you think every room has a hostile monster in it. I'm not saying that.
I thought the point of Exploration was Exploring. The point is finding things. "Hey there's a fountain of youth over here" "Hey there's a giant chasm the size of a football stadium that goes down further than we can see - where does that go and what made it?" "Hey this is a giiant, half-buried cycloptian statue that is pointing in the distance - what's the relevance of this? Let' s try to uncover it" ""Hey there's a structure that doesn't fit the architecture/materials of the natives - why is it here?" A campaign focusing on "What or Why is that?" and "What does it do?"
Sure. And you can have 'fountain of youth' or 'cyclopian statue' or 'bottom less pit' as encounters in your random encounter table. There is absolutely no reason why a random encounter should be an encounter with a monster. Or you can place all of the above as features on your map. All I'm saying is that after you've done so, you are still going to have a bunch of empty space left over.
Why don't you read this thread:
http://www.enworld.org/forum/general-rpg-discussion/268013-how-map-pace-ruined-city.html
And in particular something like this:
http://www.enworld.org/forum/general-rpg-discussion/268013-how-map-pace-ruined-city.html#post5003890
and its followup two posts later.
That might give you a better idea with some concrete examples of where I'm going with this.
I'm more interested in creating things and having the Pcs stumble on them and explore/play with these set pieces. I'm more interested in having the PCs interact with and play diplomats/politics with the natives.
I haven't said anything that precludes any of that. In the original post, I talked about 5 steps in getting started. You seem to be really offended by #4. Ok fine, but actually start mapping out a large exploration centered campaign before judging whether I'm off my rocker.
I'm not interested in random tables and I'd rather this thread not focus on a discussion of random encounters. Can we move on from the issue?
Sure. I'm happy to assume, "Ok, you've got some content. What next?" without assuming how you get there. I'm just telling you that if you get into big open ended exploration games, you are going to want some really good random tables - random events, random weather, random monsters, whatever - because there isn't a better friend to the DM in need of a good jolt to his imagination than a well constructed table.
There must be more to Exploration games than that.
Sure. There is more to a good dungeon crawl than a map and an encounter key as well, but in a pinch, you can start running one with just that.