I'm not sure why you explicitly do not want a group, but to my understanding this is mostly a matter of terminology.
First of all, you don't need a Group Input in the Geometry Node Editor - this is only required if you want to use the original base mesh.
In the Shader Editor such thing does not exist because there is no original base material to build upon. In the Compositor this is not needed either, you could composite output from other image or movie input, however you could argue that the Render Layers node(s) provide(s) something like the "original base render", because without having rendered anything the Compositor would not produce output.
And for the Group Output node in Geometry Nodes - well, you need it to output the generated geometry. And you have the same things for the Shader Editor and the Compositor. If you have enabled Use Nodes in either of them, you need to plug in something in some kind of group output node. In materials, this node is called Material Output, in the Compositor it is called Composite. If you don't you shader or compositing nodetree to these outputs, they will not produce a visible result.
That's why I think it is just a matter of terminology. All have some kind of output node which is necessary to get a result. And in both the Shader Editor and the Geometry Node Editor you need to have a nodetree created first before you can edit/add nodes, either you already have a material selected or you have to click New, just like for Geometry Nodes where you can create a new nodetree either in the modifier or with that button in the editor.That's the only thing where the Compositor is different, there you need to hit Use Nodes to start building your nodetree. So in some sense the Compositor is the odd one out here, not GN.
Of course for naming conventions it might have been better if the Group Output would have been called "Geometry Output", just like "Material Output" or "Composite" reflect the editors they are used in.
However, this name could also be misleading to imply you can only output "geometry", because other than in materials and compositing you can output a lot more custom things there if you connect them to the node (yes I know, the others have more outputs as well, but still they are very limited). Same goes for the Group Input node, it can not only provide the base geometry, but also custom properties which can be edited in the modifier from outside the nodetree.
So you are basically hung up on words here. In a way, shader and compositing nodes are working like they were in a group as well, they are just not named like that.
However, if you really want to identify something to differentiate between them, it is what I mentioned before: in the Geometry Node Editor, the nodetree input and output is customisable by adding sockets for various values - just like other custom groups. This is not possible in the Shader Editor or the Compositor. But that is due to the fact that they only have a very limited number of use cases: the Compositor produces an image. The Shader Editor produces surface, volume and displacement information. Which to me makes them just limited nodegroups.