I seem to consider this from very different view point than others.
Having played AMPC and several shady characters, I would actually maybe even like more roads for the simple reason of having the option of ambushing someone on the road.
Barovia has long roads but I'd prefer if there was alternative routes to places.
There could be long, safer roads and shorter, more dangerous routes.
It would be good if the spawns along the Barovians roads were more random and interesting. Everyone knows where the wolves will stand and how near you can step with out alarming them.
I'm not against the suggested system but I would limit it maybe so that it is available only once per 24 or 12. Or something.
It's depressing if you want to attack certain person but they spend all their time in a safe spot and can directly caravan to another safe spot and when there is only one road, certain spots of it have "too much" traffic for you to pull a stick up.
I don't know what the solution is, we all find traveling mostly annoying but it does provide an opportunity for DM's to drop surprises too.
Relating story:
One time, due to reasons I stalked certain pair of characters from Vallaki to Wachter province. There I heard they were going to Krofburg next, (Thanks to then new delivery system) I dashed ahead of them, grabbed my friend from from Vallaki and we set up a barricade on the mountain road. We were going to GET them! ...But then someone else came along before they did, crashed our barricade and ruined out trap. Ah well, it was kind of fun anyway.
Another, vaguely relating story:
My AMPC wanted revenge on certain Vallaki garda. The only place this player could be found at night time was of course the western gate, because for some reason none of the other three gates are guarded at night... I don't think I need to tell how this ended as we've all witnessed several MPC's end the same way. There are always several of those (often fairly high leveled) priestly types hanging around the outskirts at night who are quick to make their way under the wall and to the other side.