This is pretty typical -- "if they remove the stuff I don't like, they'd obviously have more time to work on the stuff I do like".
I'm afraid it's comparing apples to oranges, however. You could remove all the exploration content in the entire game, and that still wouldn't amount to a single additional major plot on the crit path. Different people, cinematic designers in particular, who did little to no work on the exploration content as it was.
I normally appreciate this argument, but I cannot see how it applies here.
If you have enough resources and people to make well over a hundred hours worth of exploration content and ten open-world areas, far exceeding anything the previous games had to offer, but not enough to produce a main storyline that's at least the same length as the previous games then clearly something happened at the planning / resource allocation stage that skewed things in favour of exploration.
It's not like it was written in stone that the game had to have 100+ hours of exploration, 10 open-world areas and a relatively light main questline the instant the game was conceived. It was entirely possible to just have less exploration content designers/producers working on the project in the first place and take on an extra cinematic designer instead.
It's not "Remove the stuff I don't like", It's "Balance the resources so that the amount of side content doesn't outweigh the main story by such an insane margin". Even as somebody who really liked Inquisition, and the side content, I felt there was simply far too much of it compared to the other elements of the game.