Desolate Dancer
Educated
I believe you have answered your own question pretty well and no one ever doubted that filler/trash mobs are cancerous. And yes, most games nowadays are full of shit content, or have only this type of encounter. Pissards of Trashernity was shit mainly because of this (and the fact that the copypastad monsters didn't even grant XP, seriously... whaaat?). So all of these principles of basic encounter designing had never really been contested, at least not here on codex.Filler content is complete, utter, irredeemable trash. I'd rather play a 20 hour game with excellent content throughout, than play a 60 hour game where half the encounters are copypasted generic bandit mobs and half the quests have me retrieve X amount of [alchemical ingredient name] for the alchemist guild.
But the more important question is this: how to design a game (e.g. a party-based, high fantasy crpg) to avoid placing trash encounters and filler content? How to avoid being branded as a game full of trashmobs and grinding?