I am not sure I fully understand the thing you are having with the ping. But anyway, outside the mainstory quests there are unlockable zones. When you unlock a zone you get a why. And then when you meet Harding you further why's. After that you meet assorted questgivers out in the fields all who give you more why's. intially you get overarching why's from the council as it were and they get replenished as the game continues.
My point with the pinging radar is that it highlights any notes in the area which might not otherwise be readily visible. In the Chateau D'Onterre example, for me to get a good understanding of the story line, I had to search through every single room and piece together the narrative through the scattered notes. But then at the end of the quest, I killed the arcane horror and quest ended. I think the journal needs a better management system, so that it links to the codex like the maps do, or include the codex text in the journal. Otherwise it's a chore to try and remember what the codex entries were named and flip between the codices and connect the dots.
I appreciate that the stories are not just handed to the player, but in my opinion the game goes too far in the direction of making the player work for it. When there are hundreds of notes and journals scattered around huge zones, I am less inclined to pay careful attention to each one, and thus have a harder time understanding side quests related to them. There were many such quests that did not involve speaking with a living person, just reading something and then picking up an item/killing something/reading another journal, and then the quest ends.
Note: what I'm referencing pertains to the side quests, not the overall zone quests or main quests. Those were explained well enough, even if in some instances (Hissing Wastes, Western Approach prior to HLtA), the reasoning for being there was weak.