Of course, you can simply not use fast travel. Well, except for getting from one map to the other.
I never use the fast travel around maps. In Skyhold it is simply more immersive for me, and it took quite a while for me to learn my way around completely the first play. On other maps I only use it when absolutely necessary, but I do avoid it 95% of the time. I also stick to roads or clearly defined paths if I can.
But of course it is required for going from place to place, that is, from map to map. In the future I would prefer the world to be fully open, but barring that, the DAI method was fine too. I did enjoy the freedom I had on each map.
I've always liked the Guild Wars style of exploration re: fast travel. The very first time you go anywhere in that game it MUST be the long way, on foot. After you arrive you unlock the fast travel node on the map and can alternatively use that from that time forward. But at least you've actually seen and gone through the wider world.
I'm not complaining about time skips, I'm complaining about the story acting as if large distances are trivial or non-existent. Just because the player doesn't experience the travel time, doesn't mean the characters should act like it doesn't exist.
Going from Skyhold to Val Royeaux and back again for a casual lunch with a friend makes no sense unless Orlais is the size of Luxembourg or something. Similarly Redcliffe surely isn't a days march from Denerim, as Morrigan implies.
Yes, I completely agree. Fast travel is/can be necessary depending on how the game is developed. But at least allow the player to have the illusion that significant time is passing. The farthest points in the game, The Western Approach and The Fallow Mire, take a few seconds on the loading screen. In reality it would probably be at least a month or so. Not acknowledging that seems a bit silly.