These are systems sandboxes, places for players to explore a world and build their own stories. There are not many examples of popular games where the story is heavily procedural, and I think the reason is obvious. Players notice the pattern very quickly and get bored.
Stories are entertainment and are meant to entertain you, but systemic games are different, they are designed for you to entertain yourself with your own creativity. The proc gen just helps paint the background.
I think it's important to look at procedural generation in games through that lens, otherwise you're likely criticising proc gen for something it's not really used for that much. Proc gen content is rarely the cornerstone of a game.