I have to disagree. Meaningful complexity is good, but not all complexity is meaningful.
The problem is you're not even describing playing games at all. You're just... I guess, playing make believe. I don't mean that as an insult, there's nothing wrong with it, but the whole reason games exist is so people can play them. It's like... I don't know... saying a picture book is better than a novel because you like looking at the pictures and imagining stories based on those pictures and picture books have more pictures to look at. Sure that's fine - that's ok if that's what you want to do, but it has nothing to do with reading books you know? You're not doing the same activity the rest of us are doing.
Or I guess, another way of looking at it. All those different ways of interacting with the game that you imagine are so neat? They don't exist. Most of them wouldn't work, or if they worked they would work very poorly. I'll give you a very simple example, consider a simple xcom-style tactical game. No powers, just one gun, not much depth right? Now you add the choice to capture aliens and take them back to your base - it's harder than killing them but you get bonuses for doing it. That's depth, right? Now you have a choice to make. Do I risk my soldiers capturing these aliens for bonuses?
Now consider the mechanic is poorly implemented. Capturing the aliens is almost impossible, and the bonuses it gives are so small they don't change anything. It's not a meaningful choice anymore is it? You never capture the aliens because it's never worth it.
The version of the game that lets you capture aliens is unarguably more complex. There are more options, more things to do. But it's not deeper - it's the exact same game in practice. Because the complexity added is meaningless - you can sit and fantasize about how the game would be like if you captured the aliens all you want, but that does not change the fact that it's not a real meaningful gameplay option.
You say the execution is just rote, but I think that's exactly because you've run into the problem I'm describing and you don't realize it. Complexity without depth creates rote, uninteresting situations. Depth (with just enough complexity to support it) creates unexpected emergent situations that are fun to play through. You'd probably enjoy actually playing games more if you played better games, instead of needlessly complex and shallow games like distant worlds.