I don't think so. It's an issue of granularity and level of detail.
Time is at the granularity of a week or a day (depending on the
activity), with control over 30 days at a time.
Movement is at the granularity of a province or inner location.
I don't see any fundamental inconsistency between the way time
and movement are currently handled.
In terms of atmosphere and mechanics, one of my favorite "board"
games is Avalon Hill's "Magic Realm". In it you write a script
for the day's activities, and the success or failure of one
activity can prevent the rest of the script from "running". The
map is nodal. It works very well, IMO, although I know the game
has a reputation for unclear or ambiguous rules (a reputation I
have never understood and do not agree with).