Not at our table - we have a simple house rule that your maximum distance traveled on your turn is equal to double your speed. We incorporate it into chase rules and a lot of other house rules we use, so we needed to get rid of the triple-dash effect that only a handful of classes could do. We have other micro-systems in play for increasing your speed if it is important to you, and you can still bonus action dash and move, just the action needs to be for something else.
((In chases, in example, someone with the bonus action dash is given +1d6 on their Chase Roll to represent having an action to spare while running 'full speed', and their speed determines the incremental results of their gains, and reduces the penalty incurred by a loss.))
As far as using skills to augment aspects of movement, I approve 1000%.