When playing most ARPGs, there is a bit of a disconnect between the various systems, a divide between when you are shopping and emptying your bags, and when you are outside of town, killing everything that wanders onto the screen. Normally the two never meet. In Diablo IV, there will be places that you can clear out to unlock vendors and a waypoint, just like you could clear out places in The Witcher 3 or the Far Cry games.
The idea of having smaller camps with vendors and fast travel points also makes a lot more sense than these random magical squares being in the middle of nowhere, abandoned and forgotten but surprisingly useful. You telling me that if there was a magic way to travel between places for free, nobody would use that to create a bustling trade? Many towns exist because of their value as a trading post or rest stop between major centres. I would know, I lived in a town that was the river crossing/ halfway between Durban and Johannesburg.
Blizzard says that Diablo IV is doing well in internal testing, where they are using heatmaps to check what players do and where time is spent, and which heroes have the most fun interactions. Apparently Barbarian and Druid are feeling really great, and the team says they will be trying to apply what makes them feel so satisfying to other classes.
The blog post goes into detail about Camps, how the team uses Blockout assets and that while these are not normally shown to players, the blog might reveal a few while discussing iterations. It is well worth a read if you want to see how monsters go from concept to final creature, or what kind of items are dropping in the playtests.