Short version: Ask questions.
Abstraction
The first thing to be aware of is that everyone has a different level of detail that they want or are comfortable with in their narration. Both your version and the rogue's version ultimately accomplish the same thing: the blacksmith's request is accepted, and the rogue is on her way to take care of it.
Your way takes a bit longer, and makes the experience a bit nicer for people who like narrative details, but it ultimately doesn't add anything new to the story. No decisions have been made, and no new background information has been revealed. Some background image shows up (the rogue shakes hands after a deal, and checks gear before traveling), but it's pretty minor stuff.
In other words, you are both describing the same scene in the same movie. In the rogue's version, there is a quick cut between the conversation with the blacksmith and being on the road. In yours, there's a more gradual fade, showing more of the conversation and a few scenes of preparation. They have different feels, but they accomplish the same thing.
It's also worth noting that there is a lot more detail that could be added. I assume the rogue opens the door to get out of the smith's shop? How do the characters leave the city? Do they wait until dawn the next day, or depart immediately? Stop off for a drink before going on? Etc.
This is not to say that your cause is hopeless! Especially because you have the buy-in of the rogue herself. But it's important to understand that different people describing things at different levels is a thing that happens in RPGs.
Rule 1: Don't screw the narrative
Before we get into how to fix it, there is one thing that I feel you absolutely should not do: and that is compromise the narrative to make a point.
What I mean is this: When the rogue says "we go there" what they actually mean is: "a bunch of stuff happens that I don't care about and then we go there." What they do not mean is "I immediately spin on my heel mid-conversation and march in a straight line to the place."
I know this. You know this. The rogue knows this. Everyone at your table knows this. In the long history of role playing, almost everyone who has ever uttered the phrase "we go there" has meant this. As a story, it's kind of threadbare and lonely, but it's functional and utilitarian. It doesn't cause dissonance.
As the DM, if you treat it as though the rogue meant "I immediately spin on my heel mid-conversation and march out," you are doing a disservice to everyone at the table.
You are replacing a functional story that everyone basically understands with a non sequitur or farce.
Your other players could fill in the blanks the rogue left and come to a good story, but they can't as easily ignore your silly additions.
You are deliberately misunderstanding the actions described by the rogue.
If the rogue was deliberately being sparse, you're punishing them for focusing on the parts of the game they enjoy.
If the rogue is being sparse because she is inexperienced, you are doing almost nothing to teach her how to do better.
This is really just kind of passive aggressive.
That is a lot of collateral damage, to almost no good effect. Doing it once or twice if your table thinks it's funny is cool. Making it a general policy is counter productive.
Don't be afraid to inject narrative yourself
As the DM, don't be afraid to inject a bit of exposition into the narrative yourself. Let's take a look at the example exchange you gave:
Rogue: Ok, I go there.
GM: Wait, ok, hold on, so you set off on the vaguely stone-paved path towards the [location]. The blizzard seems to be getting worse and worse, and around halfway there you see a couple of giant rats on the road. They are unaware of your presence.
The only thing that's objectively problematic here is your hemming and hawing. Describing a journey in response to a character saying "I go there" is not only perfectly acceptable, but your job.
A player's job is to describe their actions. Your job is to describe the outcome of those actions. If a player says "I go there" you describe what happens along the way. The player doesn't get to say "we are there." That's your job.
This is a perfectly fine exchange in a role playing game:
Rogue: Ok, I go there.
GM: You set off on the vaguely stone-paved path towards the [location]. The blizzard seems to be getting worse and worse, and around halfway there you see a couple of giant rats on the road. They are unaware of your presence.
You could even add a bit of extra exposition if you wanted to:
Rogue: Ok, I go there.
GM: You shake the blacksmith's hand and let him know you'll be on it as soon as possible. Once you're sure all your equipment is in order, you set off on the vaguely stone-paved path towards the [location]. The blizzard seems to be getting worse and worse, and around halfway there you see a couple of giant rats on the road. They are unaware of your presence.
This won't solve your problem on its own. Players are a complacent bunch, and if you're providing the exposition they may not. But this does at least move in a productive direction (the narrative is richer), and sets an example to players of what you expect from them.
The good stuff; the solution: Ask Leading Questions
All right, that's a lot of lecturing. Here's how to actually solve your problem:
Ask the player questions.
As a DM, questions are your most powerful tool. They're a way of sending the focus back to the player, and guiding them to the very specific level of abstraction you're looking for in the infinite fractal of reality.
Here are a few examples:
Rogue: Ok, we go there.
GM: Okay. But what are you saying to the blacksmith? Are you just like, "yeah, sure, maybe if we get time for it?" Or are you a bit more assertive?
Rogue: Ok, we go there.
GM: It's getting on toward late afternoon. If you leave right away, you'll get there faster but need to either travel at night or camp in the wilderness somewhere.
Rogue: Ok, we go there.
GM: Could you give me some more detail? I need to know for, uh, reasons.
shuffles through notes, and makes hidden die rolls
You can offer the players tough choices, ask open-ended questions, lead the players on, and so on... But the important part is that you're talking them through to the level of detail that you want from your campaign.
You don't have to take "ok, we go there" as a command. It shows their intent, but you are well within your rights to ask for more details before moving on.
Just talk to your players, guide them, don't be a jerk about it, and remember that sometimes a given player just won't care about a particular interaction.