unfortunately you seem to be one of a few very few who do, and I find it extremely difficult to understand your point of view.
If we consider that everyone who hasn't come to the forum and complained about in-game movement is fine with the run speed, then most people who own the game are happy with it, and only a handful share your opinion on this matter. This is why neither of us should probably be making assumptions about quantity, because the truth is neither of us knows for certain.
If I point at a spot on the floor in RL I bet you could run to that spot no matter how far it was away from you. RUN is mentally a toggle switch anyway and joystick mechanics works vastly different to point and click mechanics. This is an early lesson you learn in basic game design.
Actually, if we pointed to a spot in the floor a foot away from us, neither of us would be anywhere close to top speed by the time we hit it, especially if we're staring from a casual standing position. You also can not stop on a dime from a run. RL is not a walk/run toggle like you're describing.. there is a natural transition between the two speeds. And the better game animations try to emulate that, not avoid it.
Walking slowly for extended periods may make the world seem "bigger" but it does nothing to make it enjoyable. I may as well sit down and watch the digital grass grow.
Or, you can just run your character around, since the game provides you with that option. You're acting like it's forcing you to walk when it isn't. To run you only have to click outside of this circle:
Is that really asking too much? Most of the screen space is available for running.
As far as walking around in-game being enjoyable, believe it or not many players prefer having that option. When engaging them in conversations, I don't like running between NPCs who are ten feet apart, it's unrealistic and it doesn't help my immersion. This is supposed to be a role-playing game, after all.