I don't know...
I play Overwatch every week because of friends...
Presumably spending the activity with your friends creates some enjoyment for you, whether it's from the comradery you share afterwards or from the actual experience during. If your friends quit, you'd probably quit the game. The idea of playing it another 1000 hours so you could become good at it and maybe enjoy it then wouldn't be something you'd even consider.
To the original point, a game that requires massive time investment before it becomes enjoyable isn't going to be played or enjoyed by most people. Now, it might be much
more enjoyable after that time investment, but the trope of "it's terrible until you play xx hours" means that game has failed up to that point and (if possible) should be adjusted to fix that. The simplest design solution is just to accelerate that "unfun" development time to be shorter.
But then of course fun is subjective. Some people enjoy grinding and suffering for a long range reward. But a lot of the time people that do enjoy doing that have trouble empathizing with those that don't (and vice versa).
When I was younger and had more time I'd sink quite a few hours into games I wasn't any good at and didn't actively enjoy. I was hoping it would be an investment toward a fun hobby.
Yes, but not 100 hours. I've played plenty of things I wanted to enjoy for even 10-15 hours, but 100 hours requires actual commitment. And to add to that, you did get some "enjoyment" from the idea that you were getting into a potentially new and fun hobby, and for a while that potential was enough to keep you motivated through games you didn't like.
You enjoy it for the occasional good games, but most games are just complete crap with teammates doing stupid stuff. You can rub it off by thinking that you are learning a ton of stuff and improving, which might be enjoyable in itself, I admit. I think NMS has similar kinds of enjoyment system going on: you play to occasionally land on some amazing planets, or you play to have a feeling of fulfilment when upgrading your ship and suit.
That's part of why drip feed reward systems like leveling exist, they give you positive feedback and reward even when you have to do things that aren't directly enjoyable. They also make long term time investments seem more tolerable. In retrospect you might look back and say "wow, that wasn't fun at all" but while you're doing it, you are motivated and get enough positive reinforcement to continue.
That's what I think happens more with games that are "terrible" for their first xx hours. You don't actually realize they are terrible because you're being rewarded and pushed forward and feel development. When you look back at it once you're at the "fun" part, you realize how relatively "unfun" it was, but it's already passed by then and it doesn't matter. But the problem is people come to sites like GAF and read about these games and they play a few hours and everyone is telling them about how fun it "will be" and that makes them focus more on the "unfun" that it currently is. But that still isn't justification for poor game design.