I actually support this idea. I can think of many instances where I wanted to get the gameplay over with just to further the story. An example would be Spec Ops: The Line; I was compelled to see how the story would turn out, but the actual shooting mechanics made much of the gameplay a slog. I understand that shooting is an integral part of the game's commentary, and that a degree of interaction is needed for the game to be impactful, but I think I got the message a lot earlier on. As the OP has said, this is mostly for those who have sufficiently played the game to the point where further gameplay would be arbitrary, and even frustrating.
I can also see this being useful for reviewers or anyone interested in dissecting solely a game's plot; instead of having to turn on Easy mode and rush through the gameplay segments to piece the plot together, they will be able to concentrate on analysing the storyline and its cohesiveness, among other things.
Of course, it's rather tragic that we can so effortlessly separate the "plot" segments and "gameplay" segments in a medium that supposedly focuses on interactive storytelling, but this idea is best suited for the current trend of games that cannot seem to properly merge the two.
I can also see this being useful for reviewers or anyone interested in dissecting solely a game's plot; instead of having to turn on Easy mode and rush through the gameplay segments to piece the plot together, they will be able to concentrate on analysing the storyline and its cohesiveness, among other things.
Of course, it's rather tragic that we can so effortlessly separate the "plot" segments and "gameplay" segments in a medium that supposedly focuses on interactive storytelling, but this idea is best suited for the current trend of games that cannot seem to properly merge the two.