For me the end goal is fun. And piloting checks, in my opinion, should be a "HELL YEAH!!!! WHHOOOO! / OH NO!!!" moments on the table. Otherwise, rolling for nonsense will just bog down the session.
Good RPG systems should have cohesion between the narrative and the mechanics.
Consider SR5. A piloting test is Vehicle Skill + Reaction, limited by the vehicle's handling. This has a difficulty of 1 for easy tests, described as "Merging, passing, sudden stop, drift or gradual turn (less than 75 degrees).". It has a threshold of 2 for average tests, described as "Avoiding an obstacle, maneuvering through a narrow spot, tight turn (75-130 degrees)."
So a normal civilian driving manually [1] is rolling 4-5 dice on that test. They can buy 1 hit, so can deal with normal traffic without issue. They have a decent chance of rolling 2 hits, so the second set of situations only causes troubles occasionally. Thus we have harmony between the maths and the reality. A GM handwaving the rolls away for routine stuff -- as is right and proper -- isn't changing the likely outcome of the roll. Everyone is happy.
Now consider 6e. The basic form of the test is still Vehicle Skill + Reaction, but the threshold is now the vehicle handling - which is typically in the range of 3-5 (there are a couple of 2s.) And there's a really stiff dice pool penalty for speed too; a Ford Americar doing 45 mph imposes -3 dice on that test. This suddenly flips things for our civilians. Now, the default outcome for the simplest of tests is going to be a failure. Now we have no harmony between maths and reality, because the the mechanic is that almost every roll will fail. So now the GM call of "you don't roll for routine stuff" becomes crucial, because the second the GM decides "this just stopped being routine" you have every wageslave on the road immediately crashing into each other. There's no graduation to the change of circumstances there. You just fall off a cliff edge.
So sure, as a GM, I don't want to do trivial rolls. But I want the game mechanics to support me by making trivial tasks math out to trivial rolls. 6e's driving system doesn't achieve that. In fact, it's the opposite of that.
Every roll is crucial.
Ask yourself this. Was 5e's system broken, in your opinion? Because I thought 5e worked fine here. And 6e is radically different, and not for the better.
[1] Recall that GridGuide is only 90% of downtown and less in the suburbs; most people who have cars are going to drive manually from time to time.