Counterpoint: Kill la Kill pared everything down as much as possible, eliminating filler and eliminating or truncating redundant animations, and wound up with nearly perfect pacing as a result. Meanwhile something like Hunter x Hunter turned into like 90% filler (or even worse, story progression that was so empty and slow it basically was filler) and became basically unwatchable as a result.
There's definitely a line where paring things down goes too far, like Cyberpunk Edgerunners was Studio Trigger taking the streamlining a little too far when the story could have had a bit more in places, but in general I can't help but feel like filler is more a negative to overall pacing and the approach should instead be to control the overall pacing with things that still advance the overall story but are more focused on a narrower tangent, instead of just throwing in completely empty and self-contained filler.