I may end up simply making a topic about this, but I really don't feel like the fetch quests are the issue in Inquisition. They are a good way to encourage the player to explore, and it's simply not feasible to expect story-focused side quests to replace them, as if those two concepts have an interchangeable budget. Rather, what Inquisition needed was a stronger main zone quest for all the zones, featuring a longer story that provided more branching opportunities.
Crestwood is the paradigm for what I mean. Crestwood's zone quest is incredible. It's long, it takes you around the zone a bit, it has plot twists and interesting characters (and side quests within the side quest, like that royal spirit). Had BioWare opted to do that "over the shoulder" cinematic conversation style and maybe included one or two more choices in the quest, it'd be the ideal example of what to do in every zone. Unfortunately, some other zones lack this. Emerald Graves comes to mind where the zone quest is, other than the choice about Fairbanks, pretty damn boring and blends in with the rest of the "letter" quests. Oasis and Hissing Wastes don't even have a "quest". Fallow Mire is pretty good, but it needed a bit more exploration of the beliefs of the Avaar, through meeting more members of the tribe or otherwise. Emprise has very good story content for the most part, though the whole freeing captured villagers could have been made more interesting (the trip through the Keep to ultimately discover Imshael is pretty good, but somehow I missed Michel outside the village so it felt abrupt). The Exalted Plains is pretty weak here...in fact I'm blanking what Harding tells you is the point of the zone, really. The Western Approach is weird, because it feels like Here Lies is the story quest there, but there's also the Tevinter guy who you can judge afterwards that feels like it's supposed to be the point of the zone. But it's never really developed through dialogue.
I've been thinking something similar and I've come to the conclusion that the problem is that many of the side quests feel disconnected both from the main plot and from each other, they are just there. Too many of them are just single quests that don't form any meaningful part of a coherent narrative; the side quests that do work well fit together into little stories that tell you something about the area. I feel that for the side quests to work and to feel like they are part of something larger, they need to to form breadcrumb quest chains that move you around the zone and encourage you to explore it. This is something that WoW does really well; they bring you into a zone, and then over the course of a multitude of quests, they prod you around the zone, unlocking the story and the map of the area as you go. Each quest leads you to the next one, and keeps pushing you through the narrative and giving you reasons to care about why you are there. Inquisition's side quests are just sort sitting there waiting for you to find them and not leading you to anything else most of the time. They would be a lot better and more interesting if they formed a more coherent storyline through quests chained together around the zone (and even between zones).