If you don't like side quests then don't do them. If you don't like dragon hunting don't do them. If you don't like crafting don't do it.
Putting side quests that make up a massive chunk of the game on the same level as something as trivial as crafting shows just how different our perspectives are.
I can count TWO trivial fetch quests in Exalted Plains. One of them amounts to fetching notes for the dead for Gaspard's soldiers and the other one amounts to tagging supply chests for Celene's soldiers. Even those trivial fetch quests have the potential to be used as an RP opportunity for a politically minded Inquisitor.
I forget the names but here is the general premise of the ones I can remember.
1. Going into a house and getting someone's valuables (A Guidance of a Farmer was the name I believe)
2. An injured soldier in one of the battalions wants you to give one of her superiors a ring.
3. One of the elven quests (Elven Camp) where you need to get about half a dozen sets of items ranging from plants to bear pelts. And the worst part is she doesn't tell you everything at once; you get the first item, then she tells you the next item and you come back to find out what the next item is. Basically, pointless back and forth when she could have just given you the entire list from the get-go.
4. The elven camp leader tells you to go kill some demons in the grave site.
5. Find one of the elven people's dead brother (who ends up being burned somewhere on the other side of the map).
6. Find some sort of relic / talisman and bring it back to one of the people at the elven camp (I believe it may be tied to #5 above).
7. Bring back their lost reign deer.
And that's just off the top of my head. It's been nearly 2 months since I played so I am not going to remember every single inconsequential quest, but if I really wanted to I can go to the Wiki and point out literally every single one and I'm sure my list will only get longer. Fact of the matter is, there is FAR more than just two fetch quests.
The elven reputation quests all have divergent paths you can take. You can kill the Golden Halla. You can trash the elf's brother. You can take their historical artifacts. You can desecrate their holy site. Perhaps helping them fix their aravel is a fetch quest, but those are for reputation and can be largely ignored by performing other tasks in other regions.
Divergent paths that amount to inconsequential, trivial, and sometimes unnoticeable differences. Killing the Golden Halla is pretty much just saying "screw this quest," it doesn't actually open up another path for you.
Closing rifts is the premise of the game. Those are most definitely not "fetch quests".
Finding landmarks are there for lore and exploration reasons. They are tasks and are most certainly not "fetch quests".
Finding camp spots are there for player convenience. They are not "fetch quests".
Collecting shards are for player buffs and rewards at Solasan. They are not "fetch quests"
I agree about the camp spots. Not everything else.
It needs reinforced context for it not to feel like a fetch quest. Finding landmarks are fetch quests and just because you get a piece of codex telling you something doesn't change that. The effects of rifts in a given area is not emphasized enough for it to feel important; it feels relevant at first but by the time you close your dozenth one it turns into one of the many repetitive grinds of the game.
Then you have the zone quests which involve slaughtering undead and minions and returning peace to the region.
Not a fetch quest, just an underdeveloped quest line that I wasn't referring to when discussing fetch quests but since you brought it up; I loved the concept of the quest and the area design. I liked the enemies.
What I didn't like about the zone quest was the lack of interaction with others. I am literally just marching my way through the map killing zombies and torching haystacks. The only context I am given is by Scout Harding; other than that, there is no meaningful dialogue in this "quest" to the point it feels like an arena fighter. More dialogue would have made this quest feel perfect rather than just a slog through wave after wave of enemies.
Quests like Cassandra's and Varric's were excellent at balancing combat with dialogue to keep me motivated to keep pushing through. It never felt like a chore with those quests, whereas with this zone quest I started off very interested and finished it feeling "meh".
Don't misunderstand my criticism as hatred towards the game. I enjoyed it, and would probably rank it an 8/10 - I didn't think it was terrible. But to expect me to not criticize its very obvious flaws is something else entirely.