The "drunken hexagon walk" doesn't really seem like a big deal to me. In the real world, terrain will prevent you from moving in a straight line in many cases. Just like any type of 2D map projection, hexes distort the world to some degree, but it's a lot less than square grids.
I don't think of traversing a hex path as following the "drunken" trajectories shown in the article. The hexes are just a guide to estimate distance; the trajectory "actually followed" is simply a line from A to B. This article is about a weird, arbitrarily chosen, ultra-pedantic interpretation of the tool, and not at all about its practical use.
Of course you can say "so make facing changes free", but that can be a substantial chunk of the movement strategy, especially if the units are fairly slow. And it definitely won't feel right if your Roman Legions can do doughnuts right outside the city.
The best compromise I've seen is Dream Pod 9's system that allows one free hexside change when you enter a hex. I don't know why more games don't adopt that rule.