There is nothing "cerebral" in grinding until you find the weapon with the highest number.
Certainly, I'd agree with you if grinding until you find the weapon with the highest number was what previous RPGs were all about.
Dice rolls are the least cerebral thing there is, you depend on the numbers of your sword and pure dumb luck.
In simpler RPGs I can see this, as it would suggest that there would be no parallel strategies with trade-offs. The best you could maybe expect is the thrill of gambling. In more complex RPGs, the cerebral part comes from the typically slower, deliberative consideration of the risks (to assets, resources, or of outright failure) of different approaches.
These same pathways can technically exist in a more actualized RPG, but typically don't because actualizing gameplay is significantly more resource intensive for developers, so you get less choices, and the choices you do get tend not to have much depth.
I'd take muscle memory over those any day
I would too if that were the only choice! :D
What you get is to do what before you just pretended to be doing.
But can you really ever get away from pretending? If, say, for combat you prefer hit boxes and ray casting timed to your mouse or controller input, you're typically still rolling dice to some degree unless it's a purely deterministic simulation--which most action RPGs aren't. And since no RPG AIs that I know of implement a simulation of human vision, randomization is typically used in everything from aiming to awareness of the player.
Complexity isn't always a good thing. And dice roll mechanics, albeit complex if you want to make them complex, are as shallow as there can be.
I agree complexity isn't always good, and simulation and randomization can always be done poorly. But the actualized approach has delivered a deluge of facile, depthless gameplay dominated by combat and cinematics-- slider puzzles and button mashing interspersed with battles and poorly acted cut-scenes, basically.
The grind so many hate is a logical outgrowth of all of this. An abstract game can afford to depict myriad interactions-- gambling, negotiation, seduction, troubleshooting, hacking, pickpocketing, surgery, etc. An actualized game tends to attract an audience that demands all these things be spelled out, with the result that everything but traditional interactions (mainly combat) simply have to be cut.