Frank,
Yes, define poor routing!
Even dismissing Kalen's extreme condition, I would say that the best courses with average routings are probably some Fazio courses. I have seen a few (Flint Hills in KS, Stonebriar in DFW) on gently rolling ground that were basically routed with the idea to build whatever was required, rather than fully use the few natural existing features. And, they are very nice courses, with Flint Hills in the top 100, at least at one time. (Having heard some of the discussions at Flint Hills from those involved, I can attest they tried to use the few tree lines, etc. that were there, but there just weren't that many of them to use. They fought for every one, though)
As to the long walks, I would say that I have designed a few nearly equal golf courses and the ones with the long walks between houses are always rated lower in the magazines than core courses. I think most would always rate a core course higher than an equal housing course. (I am thinking of my Colbert Hills in Kansas, ranked top public course in state vs my Quarry in MN, also ranked top public course in state, but also 16th best public, and near top 100 in the recent GD rankings)
BTW, its an interesting philosophical question about the close walks, and I have been on both sides of it at different times. Early in my career, when budgets were low, I would nearly always go for the best and easiest to build 18 holes, regardless of walk. When I started to get some slightly bigger budgets, I then figured that spending a bit more to cut out a hill, elevate a tee, or whatever it took to put the tee close to the previous green made a better course and was quite doable.
And more recently, I have emphasized putting the middle tees where most people play close to the previous green, with less emphasis on the back tee being close and walkable, even if the back tee players might be more likely to be walkers than the rest. I do this because I believe it increases speed of play. That has resulted in some long walks, artifically elevated back tees, etc. which might have good players downgrading the course, but I guess no design principle can accomplish everything......