Punching trees and grabbing rocks is what lets games feel open. Games of yore were all about checkpoints. A story on rails. Fetch quests follow, but punching trees and grabbing rocks are a sort of procedural, emergent fetch quest that takes relatively very little developer time. Not to mention nearly infinite replayability in many cases. In some genres, like RTS, resource collection becomes a strategic pillar, open for experimentation and optimization. Isn't that just punching trees and grabbing rocks?
Compare the rise of games like Minecraft of Cookie Clicker. They both have emergent gameplay loops that involve rote resource collection.
Palworld is sort of the confluence of these genres where the goal is to automate resource collection to a large extent. It clearly works.
You can be done with punching trees and grabbing rocks but it's here to stay in one form or another. It's an essential component in most (but not all!) games, and for perfectly good reasons.
Enjoy a balanced diet. Everything in moderation. Play a pure puzzler or a story game or a card game or an RPG or a shmup or roguelike or a brawler or a sim. No need to hate on this very popular mechanic. It's a good one. There's plenty of fresh games that don't lean on it.
That being said I could maybe feel slightly bad for game reviewers who end up playing literally every tree-punching rock-grabbing game in a calendar year but that's what they signed up for. So I don't feel bad at all.