See, I'd much rather they took the Moldvay/Winneger approach to world building. Where do those characters come from? They come from the town that you're starting in. Continent? Drawing a map of a continent? That should be so far down the list of things to advise a new DM to do that it proably wouldn't even be in the same book. Who needs a whole continent? You barely need an area the size of a country.
Look, 5e did do one thing. It proved that you don't actually need huge settings. Most of the AP's are set within a relatively small part of the Sword Coast. Yes, there's exceptions like Tomb of Annihilation, but, you can run a large chunk of AP's in the area from Baldur's Gate to the 10 Towns and about 400 miles from the coast. It's a big area, but, a LOT smaller than a continent.
I look at the Moldvay Expert book as the gold standard here. The entire description of the Known World is limited to what, 10 pages? That was it. That was the whole Known World. Gods? Don't need 'em. You're a cleric? You tell me who your god is. You're a Warlock? You tell me who your patron is. Get the players to get off their asses and do the work for a change. Make sure that world building is a group effort and the work can be shared around. That's what I hope they will teach the next batch of DM's and players. Not this horrid idea that there is a sharp divide between DM and player and ne'er the twain shall meet.