You've got an inherently flawed argument here. Literally what is the point of having a system to help identify intractable objects outdoors, if you could wander so far past them that they're almost out of the periphery of the FOV by the time they appear? They've got to show up at a reasonable distance, which they do in that first screen. They're about a third of the viewable FOV away from being off the screen entirely, any further and you're less likely to notice if you're focusing on entering the Tao-Get Store; which would place it centre frame in most normal play instances.
They're also still not huge by any metric at that distance, I don't know why you keep insisting this. Shocker, things get bigger the closer you get to them. Nitpick about how you'd like them to remain smaller scale with reduced distance if you like, but fucking hell. Small potatoes or what?
Also - not literally the same as quest markers. I don't know why you keep saying this as if there's zero contextual difference between being given a helping hand for picking objects out in the environment, and being pulled towards the next step in a quest in a game that has figuring out that next step as a core pillar.
Hyperbolic statements and strawman arguments aren't going to reinforce your point. If anything, it makes it look weaker if you're clawing at things that aren't happening to back you up. Cross your fingers for turning them off all you like, nobody is going to stop you doing that; but this "no, no, no, it's all wrong, do it MY way!" bullshit is getting fucking old.