Maybe have kind of a group based skill challenge for the whole thing?
Like instead of going through the minute detail of everything, summarize the whole thing into a few skill checks, but without bogging down with a million checks. Ask them which skills they wanna contribute to the journey?
Relevant Matt Colville vid:
https://www.youtube.com/watch?v=GvOeqDpkBm8&t=567
Idk, maund they each commit a few specific skills and how that goes kinda becomes the basis of the narration even though the thing itself is mostly uneventful.
Maybe they'll end up finding a shortcut, maybe they have a particularly bountiful hunt/meal, or maybe clear an obstacle, maybe the bard's performance has them in particularly good spirits and they make better progress. Successes vs failures wouldn't mean the travel fails, but might help flesh out how that happens or even just influence the time they take to get there.
Just a few rolls for the whole thing.
This could keep it more dynamic than just fast forwarding, without having to go through every day/ night cycle and spending half a session inbetween every place.
On avoiding clearly indicating to the players that something is happening, maybe have "non-encounter" events here and there?
Like, if travel is always a "cinematic" and whenever they're in control, it's something special, then they'll always expect something special.
Interrupt whatever they're doing with something more mundane, fluff.
Even just a particularly nice sunset.
Maybe they find a landmark that's just that: a landmark that they add to their map but that has no ulterior purpose.
Or maybe a tree that was struck by lightning obstructing the road or whatever road hazard (but NOT an ambush for a change). Do they just avoid it? Clear the road?
There's probably not that many road maintenance crews going around, whatever obstacle will probably still be there when they come back. Or maybe an NPC has to deal with it.
Disclaimer: I haven't DM'd anything yet, but coming with some interesting narration for everything isn't something that would come easy.
Shifting some of that responsibility to the players and which skills they choose to commit for the journey can kinda tell a story in itself or at least jog some of that creative bone in action with how well/bad they're doing.