It is just one consequence of RPGs being made by schizophrenics for schizophrenics. If you are not learning something new, or making actions that force game design gears at least twitch a bit and aknowledge your presence, you are most likely engaged into a formulaic pointless content. This can take other forms but combat. Like farming points for your favorite faction. Why? Well because all choices have been made, and finishing their quest line would produce you an ending. Or doing companion quests because, why? Because if you don't do them, companion is going to eat a bullet in a cutscene in the end, even if these events have no connection to each other - and most dialogue in between doesn't actually matter. And you give 5 gifts for +20 points each and search markets and chests in dungeons for such gifts because that is how people usually hook up. Recently it seems like RPG design began to in particular like Formula, as you can see in such very interesting challenges like kingdom making in PKM, or camp n crafting in Expeditions (which you have to busy yourself with regardless if you are an adventurer of new lands, a chieftain or roman conquerer), etc.
Designers love their formulas and would bath in them and court them and polish this repetitive content because it is easier to implement than design that would excite and make player learn new things all the time. But truth is, formula is the worst way of making a traditional adventure or fantasy because the point of those are the excitement, seeing new things, mysteries of magic, whirlwind of events getting out of protags control and all the suitable drama.
Which is why a custom crafted content usually stands out for people the most in RPGs, like intricate secret dialogue interactions in PST, itemization in IE, level design like DS or Gothics, or narrative design like AoD (even if it also ends up railroady).
Through years your tolerance to developers trying to bullshit themselves out of effort and make you engage into cycle of repeating actions because there is some nonexistant carrot supposed to be out there lowers. Mine is now at a point where I can stomach max of 1 game a year, preferably something that can at least be played through quickly as well.
If RPG has nothing new and interesting to say (like play some new role but a murderhobo) in terms of narrative; and no interesting game design, it's a waste of time.