IMO, worldbuilding exists on a spectrum of importance; the closer the setting is to what the reader is familiar with, the less important that worldbuilding is. Explaining stuff to your reader that they already know about is just padding the story. I don't need to know what a smartphone is. Conversely, the more distant the story is the more important it becomes- and the more you can play around with it. Flatland is a book about a square and a good chunk of it is just explaining how polygons and line segments form a society. But the way it is written, it's to take the piss out of Victorian England at the time.
I like worldbuilding but only so much as I like seeing creative takes on things. I don't need the tax structure of whatever kingdom you've come up with explained to me if it ends up just being Britain's tax law by another name.