I literally just finished getting done with DA:Origins as I had been given the ultimate edition or whatever, and I think I see how people forget the issues with the sidequests in Dragon Age Origins versus Inquisition. The issue is that in Origins, the quests were considerably closer together, meaning that you could walk by and knock out 2 or 3 of them in a circle around town without even really trying as opposed to Inquisition where they seemed to be designed with some rather deranged design. Take the Hinterlands for instance, you're walking around perfectly fine doing the quest and then suddenly, the game just launches a dragon at you which you have no way of realistically fighting when you first run into it which basically tells you to go another way, and then there's a fade rift where you can possibly beat it depending on what items you've brought along and party arrangements, but is a struggle at best.
The worst part? Nothing is even close to the enemy's relative strength right there unless you sneak passed it where the enemies are even stronger after that (why!?). Quests seem to have random arbitrary lock offs at moments like Varric's lyrium quest where you simply CANNOT finish it until a certain point in the main game for no clearly explained reason from a design perspective, and no one mentions that you CAN'T finish it which can leave you foolishly jumping around like an idiot for a few moments (possibly hours). There's also the fact that sidequests in Origins are never forced on you while in Inquisition, they are. Sure, you can argue that you don't have to do many, or argue that you can circumvent some by buying the scrolls to give you some power, but it's still a bit more obnoxious about it in Inquisition than it was in Origins, which is insane, because Origins was the first in a series, and Inquisition is the third. There are definite problems in both, but Inquisitions jut out more obviously which is why people point them out. There's also the fact that maps are much, MUCH larger, so transverses across the maps are considerably longer than Origins.
In this sense, it's easy to see how someone would say "the sidequests are better in Origins." It's because they are easier to do. In Inquisition, it's almost like Bioware DOESN'T want me to do the sidequests because of how inconvenient they are. I mean, they really put more emphasis on SIDE in the word "sidequest" in Inquisition. 
If is so easy to gain power in DA:I, just fraking closing rifts in a the three starter zones is enough to gain the power to get to skyhold.
It isn't like they don't want you to do side quests is actually that they DON'T want you to do side quest if you don't like them. Which is why they are 90% optional. I LIKE exploration so I enjoy doing a quest that requires me to travel through a zone. It is so easy to never do a collections quest, never run all over a zone doing a side quests. The game is a year old its is pretty bloody easy to google things, I have so much power I don't know what to do with it. You can buy 50 points of power VERY cheaply once you arrive at skyhold. The biggest problem the game had pre-trespasser was the ability to just look at your journal sternly and out level the recommended levels for the main story quests. If players can't skip side quests they are either lying because it doesn't fit their narrative just like fox news does or they lack base intelligence or education to do simple maths because the amount of power required to progress the game is woefully small compared to the amount you can acquire.
DA:I ISN'T a game for people who don't like exploration and don't like or enjoy reading. It is perfectly valid not to like the game, but they are NOT required to make DA:O2. If you look at the progression of the three industry leaders in RPGs, Bethesda, Bioware & CDPR (listed alphabetically) they have all come to almost the same place with their games from three different directions. They are have a voice protagonist they have all stated they want strong story driven narratives in their games going forward. It will be interesting to see if Bethesda delivers this in FO4 but that is their stated goal. They all are creating vast open world games or at least moving in the direction even if they haven't fully got there. This is the direction the main stream AAA, leading studios for RPG are all heading. This means if you don't like a more fixed protagonist in an open world you are going to have to look for your RPG fix from smaller or indie studios because this IS where things are going.
I have ZERO problem with running into enemies that are tougher than I am with no warning. I have zero problem with getting quests I can't finish right away until further along in the story and the game doesn't tell me. That is the nature of open world and exploration. There is a rather large market for this type of game, it is why three studios have arrived here at roughly the same time and it isn't because they are copying each other. It is because the demand is there and these are the kind of games that developers WANT to make because these are the types of games THEY like to play.
All of this "don't make DA4 like DA:I" is like people p!ssing into the wind, it was a critical success in the industry, it won numerous industry awards AND gamer choice awards as well it was a financial success. The developers are proud of their work and EA is happy with the results. Who in their rational, right mind thinks that they would just take all this success and deliberately NOT make their next game building on this outcome? What they should ignore all these metrics and listen to a few disgruntled fans? Fans are not developers and almost always make game development worse when listened to.
The biggest failing with DA:I was listening to their fans. They should have ignored them. They gave us more choice, more choice and more choice but to give us all this choice they cut the content or made it no frills. They have metrics showing that only 20% of players ever TRIED a non human character in DA:O, with a sample size in the MILLIONS, so it is statistically reliant and significant. So they spent lots of resources giving us racial choice in DA:I that most players will never use? Not a wise move because that means we got less game so a few players could play essentially humans in fantasy race suits. We have 4 voice actors to voice the protagonist, between 35-40% of all dialogue will be done by the player. You think it is high? Its probably low balled because the vast majority of conversations in the game are with the PLAYER as a participant. By doubling the cost to voice the player you either have to increase the budget by 35%-40% or you have to shrink the conversation NPCs will have with you. Budgets are finite so it isn't like these choices don't impact content, they do. They gave us 12 companions and advisors where we could have done with 6 or 7. This means the budget they set aside to pay for companion dialogue had to be split by 12 voice actors vs 6. It doesn't take advance maths to see that if you have a 100 pennies and divide then into 12 piles you'll have smaller piles then if you divided the same pennies into 6 piles. So while we got the same amount of companion content all that choice meant that any individual companion had less to say. This means you run OUT of party banter faster with a given group of characters or their story arcs are rushed and lack impact. Cullen's drug addiction is fixed in a conversation, The Iron Bull's crisis of faith the same, Cassandra also has a crisis of faith and poof resolved in the next conversation. Why? because of player choice, there was no room to allow development of a companion story.
Choice made DA:I less of a game than it should have been. Don't like that all those side quests were not voiced? Blame it on the players that demanded more choice, demanded racial choices, demanded voice choice, demanded more companion choice. Player choice costs money it is not free and choice isn't good in and of itself it should actually ADD to the gaming experience more than its inclusion costs. There was so much player choice in DA;I on multiple levels that they spread the game thin. So we got the same amount of content but it had no depth to it.