I can't blame authors (or DM's) with wanting to just skip past that and get to more exciting parts of travel. A few years back, I was playing in a Pathfinder game, and the GM went on a rant about how he hated teleportation magic and how it would be banned in his game.
We got sent on a long mission to a far off region of the world, and this is how it went:
*We board a ship in the nearest port city. We travel for weeks. We have an encounter with a floating island (cool!) and a sunken ship created by the Azer for the Efreeti (who trade with the world, but obviously don't care to get wet- also cool by the way). We reach a port city adjacent to the desert.
We stock up and my Wizard bought some scrolls for the journey. We see a gigantic golem in the desert- we avoid it. A few Survival checks are made. We get to our destination, then on the return trip, nothing of substance occurs. When I asked about it, the GM admitted that he basically ran out of interesting things to engage us on the journey.
"So, why is teleportation magic bad again?"
He sighed and conceded the point. Some times, travel, especially to places you've already been, isn't all that engaging, and random encounters with enemies on the road is just so much padding, between a few interesting sights.