That's like saying Burnout Paradise or Mudrunner is just driving from point A to point B and crossing a finish line. Sure, in those games, you hold down accelerate for the entire game but the actual nuance of navigation and controlling your vehicles are what turn rote actions into gameplayWhat is not true about it. I mean sure you can build objects to help others...but if you want to see the game to the end you literally walk or ride from one hologram to another delivering parcels...that's the game.
Yes, in Death Stranding, you walk from A to B. Between those points is a matter of evaluating terrain in the step-by-step instances of gameplay, planning routes based on cargo and terrain, balancing speed versus stability, strategic use of limited tools, avoiding/fleeing/fighting enemies, etc. Going "well, you just walk to places" is a tad reductive when the traversal is the core gameplay system; it's akin to stating "you just aim and press a button" in a conversation about a shooter.