I believe so. I'm using Story to mean the narrative. The narrative of the campaign, the series of events that the PCs pursue and accomplish. I'm not talking about character choices or the fluff of a particular class, feature, race, or whatever. Fluff is detail, but it is not narrative. Rangers being able to find shelter is fluff and detail... actually playing out at the table the Ranger and the party going out and looking for shelter, then setting up camp once they find it is narrative.I think we have different views of what constitute Stories.
And while it's cool to play that out that narrative once... few players I would tend to believe would want to play that out at the table every single time they need to camp. I mean look at it this way... if the party is on a quest to march across the barony in 7 days to stop a wedding from happening... do they players want to play out those 7 days of being on the road, marching, eating, drinking, resting, and camping each of those seven days... or do they want to just get to the wedding in order to stop it? What's the story being played out here?
In old school AD&D... a game that was built around resource management and making sure you had the right tool at the right time... playing out those 7 days on the road was part of the game. In fact, oftentimes it WAS the game, because a lot of games back then wouldn't even have a wedding or any kind of event like that on the table. Those 7 days were heading towards a dungeon and that entire package was the "adventure".
But that's not how any 5E adventure paths really go anymore. Instead there's a story, a narrative, a throughline of events with a beginning, middle, and end, leading towards a conclusion. And in my opinion... the game was designed to facilitate that style of gameplay, rather than your prototypical dungeoncrawling.
Maybe I'm wrong? I dunno. This is just how I see it.