I'm A Banana
Potassium-Rich
To some limited extent, some do, because sometimes I create hooks to go places which don't get picked up. Otherwise, no, I do not create places that my players will not see. As I said, I'm into campaign-building, not universe-building.
Mentioning some place my characters will never go to helps me to build a more robust setting for the campaign.
If I have a character say another character is "tougher than a Nordian!" I don't need to have the players go to Nordia. They know that Nordia is full of tough people, and that's enough. That's all I really need.
If I have a character say to another character "I will burn you in the dimension of Pure Fire!" I don't need to know the price of tea there or how they build castles there. I just need to know that it's a threat.
It's more about having believable characters and dialogue than it is about pointless work.
And I've answered that: it's useless to me in a book that I am purchasing to use the material in my game.
If you want planes like that, then that's cool. However, we'll disagree on what published materials should present in that regard, and a product that satisfies you may not satisfy me.
I can respect people wanting different things than I do. However, when it comes to what will be in a published book, I will definitely want (and push for) material that is useful to me, even if it comes at the expense of what someone else wants.
My preferences are more like yours on this, but I guess I'm not as big of an extremist on it. I want adventuring locations, but I don't need to be able to slay goblins anywhere in the multiverse, so as long as the product isn't dominated by 10 page entries on stuff my players will never see, I can stomach there being places my players will never see, just like I'm okay with there being a Nordia they never go to.