Well, most of the fetchquests in DA:O, true fetchqests came from the boards, but overall lot of minor quests had a proper questgivers, those which gave you conversation which was somehow equal if not better in quality to some of the DA:I main plot conversations. Like Ser Otto with his quest for demon hunting or Filda and Ruck an so on, those quest givers gave you much more than a bring me ro do convo, they told you a story, while in DA:I it´s 99% about - Uh they killed my puppy, killed them ! Or I am hungry, make me a sadwich.
Admittedly, I'm not that far into DA:I and it's been quite a while since I last played DA:O, but I really have a hard time understanding this point of view.
Yes, most of the sidequests in Inquisition are forgettable and pretty standard (and yeah, even mmo-ish) stuff. There are, however, many, many sidequests that I find compelling in some way or another - even those astrariums which a lot of people seem to dislike. But that's only due to a game mechanic that provides something different, of course, and I can see how it's not everyones cup of tea. But there are also so many sidequests with proper dialogue and story that I'm left to wonder if I'm playing a different game than you folks. 99%? Really?
See, personally I would rather criticize that Origins had so few sidequests in comparison and that even then they felt the need to include rather many that were lacking, not only the board ones. In comparison, it's not a fault of Inquisition to have more quests and therefore also more generic ones. Basically, it comes with the decision to provide for an explorable world or at least explorable regions. There's just no way around the fact that you have to fill the vast landscape somehow - and that the content can't always be top quality. The comparison more appropriate and fair would thus be to Skyrim which had a whole load of forgettable quests as well.
If you don't like open worlds and prefer the design style of older DA titles, I suppose you have a point and personally I would even agree somewhat. It's a shame that those very story intensive rpgs don't seem to have a future. But it's simply impossible to have an open world that has the same degree of immersive storytelling than you'd have with a more restrictive approach.
Also... remember DA:2? And how you could find random stuff that you could turn in to random people who would then comment with some nonsensical one-liner? I still remember returning some dead body (presumably of a relative or friend? Why else would someone pay for it) I found: "Oh, I've been looking for that for so long, thank you very much. Bye." That was one of the more horrid experiences in my rpging career. ;-)