Have the party work for the teleportation, with a minor sidequest. For instance they need to acquire the items for a ritual or convince a local wizard to help.
Further to that, there is no reason they couldn't be flung to a different dimension or even just waylaid, to break up what would otherwise be 'insta-travel'
It's the fourth day of travel and up until today everything has been quiet.However as you rise to set off for the day, you hear a rustling in the woods beside your camp...[insert encounter]
It means you don't need to describe every moment, nor does it take the fun out of travel. The players might learn taking one route will get them attacked by bandits, or another has weather hazards. If you provide multiple option as well the players get to pick and interact with their environment; Quick and easy route through the forest (one bandit encounter), long-harsh journey over the mountains (skill check for survival and penalties from the cold/wet/heat etc) or risky teleportation (leaving the character stunned or left with their guards down) making checking ahead important.
Hopefully whatever you do it'll shape the characters choices in the future. I'm never teleporting again!