According to the ME3 guide, there 20 Citadel fetch quests which require you to find something and bring it back to someone. If we add to this just random stuff you can find, it mounts to 35 things you need to find. Each of these is a single thing you need to find, so you have technically 35 fetches here.
Now in ME1 the Prothean data disc quest requires you to fetch 7 discs, the Turian insignia quest requires you to find 13 insignias, Asari writing quest requires you to find 10 slates and the Salarian battle quest requires you to find 13 items. Those summed together are 43 things you need to fetch in order to complete those quests with the quest lacking really true dialogue or reaction when given or finished. And as you may have noticed, I didn't even include the mineral extraction there or hunting down the Citadel keepers. So how is my math wrong here? How do you have more fetching in ME3 than you did ME1?
As for DAI, again DA dev is different than ME dev team. Our previous game from the ME dev team was ME3, which is very different from DAI. So we really, honestly cannot jump to this great point about the greater direction of Bioware as it is nothing more than fan conjuncture at the moment and can't be really debated with any kinds of facts.
That's because my all fetch quests are created equal.
There are about four different variety of fetch quests, each with a different impact on the average player and cause differing levels of aggravation, but also internal motivation for completion.
1. Zone exploration fetch quests:
These are fetch quests that encourage exploration of a given zone. For instance, DA:I had three separate ones: the monuments, zone exploration/unlocking and the shards.
The internal motivation for these is medium, and they tend to be tolerable. The biggest objection is when they are duplicative are unnecessarily difficult.
There was absolutely no reason for DA:I to have three of these. One would be sufficient.
Furthermore, the level of difficulty should be low. They are used to encourage exploration, there doesn't need to be complicated, platform like jumping puzzles.
Overall, they are not really that objectionable, unless unnecessarily difficult or duplicative.
2. Game wide collection fetch quests:
A good example of these is the bottle collection in DA:I.
There are really fetch quests, but often get included in the category. They normally have no connection with the main plot, or the zone plot, and are closer to easter eggs.
The average player has low internal motivation to complete them, and they tend to be well tolerated and often simply ignored.
Overall, these are not really objectionable, and a nice way to include obscure lore that doesn't really impact the game at hand.
3. Fetch quests related to the main plot or the zone plot:
Most zones have an overarching zone plot. They did a pretty good job with this in the Old Republic. Each planet you landed on advanced the main story, but there was also an overarching planet plot, as well as some random fetch quests.
For example, on one of the planets for the Old Republic, your main plot took you to a planet overrun by zombie like creatures. You advanced the main plot, but also could work on the planet plot, which was finding the source of the zombies and finding a cure.
While working on the main plot and the planet plot, there were additional side quests that supplemented these two.
The important thing about these fetch quests is that they are:
A. Thematically linked to the zone plot or main plot: for instances, one of the fetch quests was to get certain farming items that had to be abandoned when the zombies overran the old town. It wasn't part of the main quest or zone quest (cure the zombie infection), but it related to it in the story.
B. Have you traveling to, if not the exact same are, an adjacent area. Nothing more annoying then running all over the map repeatedly to complete one or two quests, constantly backtracking.
These are the best type of fetch quests. They expand the story-telling, they make the universe more real, they make you feel like you are accomplishing things, and of course they do the traditional game mechanic things of giving you a goal and ways to gain experience points, as well as being a timesink.
Overall, these are the best tolerated quests and give the developers enhanced opportunities for story telling and varying degrees of difficulties.
4. Random Fetch quests:
And finally, we have the worst type of fetch quests. The basic busy quests. They are typically unrelated to either the main plot or the zone story, thought they often take you to the same places. They are also often silly.
Sadly, DA:I was full of these. "Go find my goat. Why? Just because he is missing." "Please place these flowers on the grave. Why? Because I'm old."
These are lost opportunities to make the game universe feel real. They are simply busywork.
They are what players object to the most as they don't fit thematically with the game and they are easily seen as what they are: a way to give the player something to do.
People object to ME3 side quests more than ME1 or ME2 because they "feel" more like random fetch quests than the prior games.
There may actually be more in the prior games, but the impact on the player felt less.