i would agree with many of your points. it proves interesting until you memorize the various attributes, of which only a handful are truly meaningful: material, size, ability (is it a webshooter? RUN). and in the end, most creatures just w+m1 their way towards anything living, which is boring
the larger issue is that modern games are so intricate and complex, particularly roguelikes, that DF kind of pales in comparison to the humongous number of attributes present in other titles. so i kinda think younger players might look at what DF brings to the table and go, "really? that's it?"
there is a philosophy in some games, where aesthetics meet function in a very "designer" kind of way. every attribute must have a function. every aspect of a thing must, in some way, affect gameplay. appearances always lead to information about the character or environment. DF goes against this because so much of the generation is explicitly non-functional. like, out of all the specific details present for any given dwarf, how many genuinely matter when playing fortress mode? very few.
so my counter suggestion is that you should slow down and imagine each creature in full detail as you see it. try to see the way it would move or slither, how it might appear only at the edge of torchlight, what kind of sounds it would make as it attacked. this is the proper way to enjoy DF, as a tool for your own stories.
hopefully the system is given another pass during myth and magic, which may in fact be the intention.
remember, DF is not exactly producing cutting edge aesthetic fantasy... there are a LOT of creative people making really interesting generative content but that is often exclusively the focus or gimmick of the project. where DF is attempting to have that content generated within the larger context of a fantasy world made material. when you abandon the fantasy narrative, you lose a lot of the pull of this game, because you are essentially judging this creature or beast on how it relates to your expectations of game design, when in fact the creature is just this weird beast thrown up by the gods and would eat you alive if it ever got the chance.
Those are ways that the procedural can inspire unique, handcrafted behaviors, and then could be hooked into other random values to keep it unpredictable.
i like the idea of these creatures having more agency to inhabit these worlds in curious ways, as you describe.