Committed Hero
Hero
First, the failure in world building wasn't that the DM isn't making everything interesting everywhere all at once. It was that outside of his line he is making NOTHING interesting, which is far more unrealistic than your Batman example.
It's BS that a GM not only has to plan for a session, but also plan for the contingency that the players might find the session boring (this is like a quantum ogre setup but the party takes the unguarded path and complains they didn't get XP). They have some responsibility to elucidate what they or their characters will find interesting, whether it's through mechanics or back story.
Interest becomes a rather subjective standard at some point - and typically just the GM has the information to gauge what is and isn't interesting. If you make them responsible for entertaining you, you need to give them some leeway and trust their instincts.

