Yes, because that's how all quests in the game work. Do the job and get the reward. Have you tried canceling the quest and just starting from zero points and earning those four points playing how you want and finding the trader on your own? I think it is far superior to doing the quest anyway.
The 4-point headstart and the trader beacon are designed for new players. Experienced players should easily be able to handle the challenge of starting from 0 points and searching for the trader on their own.
As an experienced player why do you feel you need a 4-point headstart and guidance to the trader?
A few things about me.
My very first experience with (playing) 7 days to die was logging into a game where all kinds of modifications were in use, the people who wanted me to play with them had no clue how to play the base game, and couldn't answer any questions on how things were done, because they never played the base game at all, never learned how to do things on their own, and all they wanted from the game was just a fast track to endgame content.
I hate that.
That being said, I had (watched) my other friend for about a month before I bought the game, saw his struggles with the game (Like me, he wanted to learn how to play the base game), but soon realized that if playing multiplayer games on a public server was all 7 days to die had to offer, I would have been done with it within the first 24 hours.
Then I discovered how to start my own private games, and the rest is history.
I basically bought this game to play with a limited number of other players, so we could all experience the base game at it's easiest settings, while we learned how things worked. Because of the way single player games work, I had my friends all start a game that I would join, thus keeping me from leaving the others in the dust because of how much time I can spend playing (as opposed to being a good player, mind you), as had happened in some other, previous games we tried to play together.
So far, the greatest gameplay moment was when we had four folks in game at once, but that only happened once or twice, due to schedule problems, and while more time was had with three folks in game at once, that has not happened again after the husband woke his wife in the very early AM, while he had once again snuk online and was playing until he died once. He tends to get loud, and seems to resent dying (at all), so I have not had the pleasure of playing with them since the third time she got woken up in the dead of night when he met his end. She made it clear that that had to stop. I have not played with him since we played our last hardcore attempt, and he walked out of the trader straight into a pair of zombies, and died before he could get back to base.
Since then, I have been mainly solo, as my other regular playing partners have had work/family and computer problems.
Now that being said, I'm not your average player, I'm much worse than that.
With all that background being said, I must share my vision for what I see myself doing in private games (no interest in public games at all), and that is to help new players to learn how to spawn, carry out the early quest line, and live long enough to hook up with the rest of the team, and to jointly fight our way to the trader. And yes, that isn't a given, even with the easiest setting we can use.
The way I do this, is to share my screen in our discord voice channel, and if they need to know how to do something (and I have actually figured that out --- also not a given), and then they can watch my mouse pointer to directly to the right spot for them to get to the info/result they are looking for. For my own part, I got the husband and wife team to each get a pair of monitors, so that they can both play the game, share their screen with their teammates, and watch the others on their second monitors. it makes things so much easier to play and help others to have that setup. Makes the game experience very much better, as well.
Another way at looking at what I hope to achieve with this thread, is to give some customer feedback to the powers that be. One thing I have seen many games fail over, is to fail to provide a way for the players to team up and kick much butt, while loosing seldom.
I played a dismal failure of a game called "New World" back not to long ago, and that very buggy program was a major problem, but the bugs were nothing compared to how the designers provided the players the way to spawn into the game. Total garbage, no control, no feeling of 'hitting the beach side-by-side' kind of immersive gameplay, but just randomly scattered all over their world, and no way to run over and help out.
7dtd does some of the same mistakes, on a smaller scale, but when a group of players want to play the game together, for God's sake, at least give them the option for a "Party Spawn", so they can make their best effort a team effort.
When you have customer feedback, from someone that is going to be spending quite a bit of time with your product, and they are going to be posting threads (and maybe videos) of various things, like weekly "Spawn to Trader" games, where the whole point is to make sure everyone has a friend to have their back, and no one is left behind to make it on their own, without a clue how to make that happen. Give folks a chance to experience teamwork, and a fun, shared experience with the game, and you might just get more paying customers trying out your product, and if they can work together as a team, and have far better a time killing mass quantities of Zombies, rather than, say, seeing the red screen, where their character is lunch, well...
As for the listed options, all sound good, but I would also ask for options for a party spawn, and a "been there, done that" checkbox, that says, "Hey, we get that you have proven your skills, and so, all you future characters will get their points/resources/items upon spawning, should you choose to simply check this here box in the GUI.
From a paying customers perspective, I have to value my friends playing time over the "Challenge" of doing the first few minutes of each characters life following a preset script, when a simple checkbox could instead be used after the first time an account has a character run through it, if the player using that account so chooses.
It seems clear to me, looking at this as a for profit product, that when the paying customers are giving feedback on how to improve their experience using the product for entertainment purposes, don't allow yourselves to be dissuaded by other players making essentially the argument that, "I don't think that folks should to allowed XYZ options because I don't want them to have such a option" as a valid point of view, as no one is forcing that player to use such a notional setting, so it costs them nothing if such a thing were to be implemented, for use by those that would like such an option to have it.
Time will tell, and I remain hope full that my friends and I will be able to start our adventures in the near future, with both a "Party Spawn" and "Been there, Done that" options checked, so as to reduce unneeded and boring repetition