1) Trying to impress the gaming audience with the size of the world.
2) Trying to impress the audience with "Millions of combinations of [insert weapons, attachments, skill tree combinations, cosmetics, etc...] - not a feature. Your game is just less polished, more prone to gamebreaking abilities, less balanced, etc...
3) Poor mechanics generally. We now live in an age where there is at LEAST one game that excels at specific game mechanics. Gun combat (machine games, id, bungie), melee combat (FromSoft, Sony Santa Monica), world building (Bethesda), platforming/game world traversal (Nintendo).
The fact that developers don't at least try to draw on taking the best ideas of games that have amazing specific mechanics and integrating a similar system in their games just feels like a waste of potential industry guidance. Your game is reliant on third person melee combat? Please look to others in this space and make it play and FEEL compelling. It doesn't have to be identical, but you can use those games as a base and add your flair and contribution to the mechanic.
4) Grind with a caveat. I have played grindy games in the past, but I only felt it to be worth it if other aspects of the game were so compelling, that I felt that the grind was worth it. Most of these grinds felt rewarding, and there was a end of the tunnel as to when the grind would be over and I could move over to other things. It is a fine line between grinding OPTIONAL content to get something that is not necessary, but I want. For me this was getting a specific attributes on a weapon in Destiny 1 from a fun activity that I actually enjoyed doing in the first place.
Grinds that enforce FOMO, and are just utilized to SOLELY drive engagement are horrible. If the activity I am grinding is not interesting, then my focus will wane as I just realize I don't like the game generally, and the activity is just an exercise in futility.