The UI should learn the user's patterns: when they're new and unfamiliar, the animations are slower and more deliberate, instructional (initially including more information re: expected workflow). As the user "walks" a certain path again and again, every time more smoothly and confidently, the suggestions / assists / animations diminish, shorten, and disappear. For a pro user with muscle memory and memorized keystroke sequences, the UI does its best to just get out of the way.
That's the reason why I removed every animation in GNOME on my desktop. I also removed anything that morphs the screen into something else. For example, I don't use the activities screen. I jump to the other virtual desktops with hotkeys.
I wonder if this leads experienced users of the app in question to not like any animations, because they know click paths better and place their focus in an anticipatory manner.
Maybe one could measure click speed and reduce animation times based on that.
Luckily Android has a developer option to double the speed of animations system-wide. It's the first thing I turn on every time I get a new phone. I find that double speed is about right. Designers tend to make every animation at least half as fast as it should be, to make sure you notice their effort.
Its a lot of work to get to quick control. The 4 they let you see on the first swipe is just not enough.
But wait, there's more! Even after the second swipe you have to swipe back and forth to get to all the controls.
But wait, there's more! In landscape mode the interface goes from difficult to downright infuriating.