Vaalingrade
Legend
I feel that it can be made into something that works with other playstyles though, it's just that no one has bothered trying to salvage it. 5e certainly wouldn't try because it is trying to hard to make OSR fans love it without making any commitments.In fact, I didn't miss it and acknowledged it in the very post you quoted. Certain aspects of exploration are pointless in the games you play. They're sometimes pointless in the games I play (since I vary what kinds of games I run in D&D 5e).
I think the issue with making usable exploration rules is striking a balance between montaging and having the full experience of exploration. Some people prefer to use skill challenges to montage while others prefer to play out hacking through jungle vines with machetes for four hours.
Trying to come up with a structure for this where resource management and time crunches are optional. Perhaps random encounters are consequences rather than expectations? Most players I know see them as either punishments for daring to travel or free chances at treasure anyway.
So maybe a skill challenge structure where success results in cool locations / montage and failure results in random encounter.
I've been playing with the idea of 'location rewards' like healing springs, secret villages of crafters/allies, growing spots for potion-generating vegetation, etc.