Typically in a metroidvania you'll be using the new abilities you've unlocked to access new areas, each one being something of a puzzle or introducing new mechanics to the player, so it's rarely just a walking simulator.
Also I think that "quiet time" is an integeral part of good game design, even in something like a shmup there's enemy and projectile patterns that are so trivial they're essentially inconsequential. Although the paradigms regarding what works across genres are obviously quite different.
Interesting point though, hopefully I don't see what you mean when I next play!