> I don't necessarily want the "journey".
Aside: The 'journey' is typically structured wrong, dramatically speaking.
With development, the product is released at the end of the 'journey'. Boom, it's done, the end, Fin.
In a 3-act drama, the 'crisis' occurs at the midpoint of the story. It's the turning point. The iceberg hits the Titanic halfway through, Obi-Wan dies halfway through Star Wars, MacBeth kills Banquo halfway through, etc.
The product should be released at the halfway point of the 'journey'. It's the turning point for the humans in this story. We finally have the elixir and we've used it for the first time (ie. we get real feedback from the market and customers for the first time).
We're missing the rest of act 2 and the whole of act 3: the 'flight' part of act 2, the 'crisis point' at the end of act 2, and the 'synthesis' part that is act 3.
Those missing elements exist for the actual product, it's just that they are not included in the 'story' of the product. The humans in the 'journey' only make it to the intermission. It's then handed off to another team, typically. Hence, there is a lot of frustration with these 'journeys'. We don't get any synthesis.
To fix it, view the release as the halfway point in the 'journey', not the end of it. Keep the team a part of the product through the end of the dramatic 'journey'.