I don't think it's more so about just "fetch quests" but more so to do with how some of the games in question pad the game with filler space that hurt the urgency and pacing, empty bland unmemorable locations and generic side quests all to make up the content bullet point.
I felt like GTA V set the bar high. Very few times playing did I feel like the side missions felt cheap. Even the tow truck missions felt like they were sort of important and not just "busy work". Plus the game is well designed, so many locations that are articulately designed.
I know people had this issue with urgency with Fallout 4. you're on a mission to find your son, but stop to do other shyt first. now a lot of this has to do with the player, as a lot of the 'other shyt' is optional, and you could just focus on the main missions. I think we all know that a lot of people purposely do every side quest before advancing the main quest in these types of game... and that led to the whole "leave the hinterlands" meme in Dragon Age Inquisition. sometimes people's gaming habits let themselves get too caught up in all the repetitive filler
The Witcher 3 really did a lot of the same kinda stuff, but just incorporated it in with better writing. many of those quests were, "I'll tell you where I last saw Ciri... after you help me"