I love radiant quests as they provide never-ending reasons for visiting various locations long after all other quests are completed. For someone who wants to have the "living in a world" experience, there are always things to do.
However, I think many who are in the "I hate radiant quests" camp are blaming the wrong thing for the problem. The problem is that (whether true or not) the game seems to lack enough unique quests. The fallacy is blaming radiant quests for this issue with the assumption that if the radiant quests didn't exist, the game would then be chock full of unique quests.
I don't believe such would be the case. Without the radiant quests, the game would have pretty much the same amount of unique quests as it has now, except we wouldn't also have the radiant quests. We would simply have less content overall, similar to how it was in Fallout 3, but without as many quest hubs.
Another problem again isn't the radiant quests themselves, but how they are used in Fallout 4 vs. how they were used in Skyrim. In Skyrim, we asked for them if we wanted them. They weren't forced on us like they are in Fallout 4. Again, it's not the fault that radiant quests exist and that they don't have a place in the game because they do, and they can be fun when we are in that frame of mind, but we don't want them automatically appearing in our journal.
The last problem is that radiant quests are too heavily incorporated into main faction quests rather than acting as voluntary side missions that we can do when we want to feel like we're really a working member of the Brotherhood, MInutemen, etc. If we just removed them, we would have faction questlines even shorter than they were in Skyrim, but more unique quests aren't going to somehow come in and take their place. We would just have less content.
I really don't think it's "radiant quests" that everyone hates, but instead many hate the way they have been implemented.