The point of the other one is to please the other group. I understand what you mean, but if people hate Oblivion's style of fast travel so much, then why do they use it? If they can't resist using it, then why do they hate it?
For the same reason a heroin addict hates their syringes?
For a lot of people, it takes serious willpower to not partake in a cheat mechanic, even when they can completely recognize how it is ruining their experience. For example, there was a time that I knew (or could easily figure out in a few guesses) the ID for most of the items in Morrowind, and instead of questing for something, I would instead type a few commands and gain it instantly. Same thing with interior and exterior cell names; if I didn't want to walk back to somewhere or trudge back to a travel port, I would just port instantly to my destination via the console. I hated playing that way, and I would often start new characters with the promise that I would not ruin them, but I'd get stuck out in the ashlands, healf-dead, all diseased with broken equipment, and with civilization a loooong way off... It was tempting to spawn a fresh repaired set of armor, or spawn a cure disease or restore health potion, or to port myself to a city with a healing altar and port back.
In my defense, I learned to control myself after a long while, and now I use the console for eradicating glitches, creating in-game RP consequences, or gimping my character to make things harder.
Now, to be fair to the command console, it actually takes a bit of work and prodding and discovery to attain such levels of likely-game-ruinous cheatitude. Not so for the Oblivion fast-travel mechanic, as its a legitimate intended-for-use mechanic just waiting for a player to capitalize on it. Yet even for those who don't want to use it and can recognize its damaging effect on their game, it can be irresistible. A lot of people like to inject, "If you don't like it, don't use it," at this point, saying that its the player's fault if they lack the willpower, but there are serious issues if you design games around utilizing the player's willpower instead of mechanics. For instance, what if a god-mode toggle were a legitimate mechanic, and it were up to the player's willpower to use it or not? What if you could choose to rise to the head of a guild instantly upon joining, with access to quests and all faction-end benefits, leaving it up to player willpower to actually go through the guild's quests?
Game design is there to break down player will and make them strongly desire something, whether that be to finish a quest, get an item, see a certain place, etc. Game mechanics are there to provide concrete limitations once the player's will has been dissolved. Oblivion's fast travel, IMO, is too allowing and open-ended to properly fulfill the role of that concrete limitation.