You are missing the point. The need for me to explore and loot ends super early in A17, not because the game gave me too much loot, but because the game let me craft everything it has to offer through perks without giving me a long-term progression goal that involved further looting. Gun parts and blueprints used to provide this.
+1 ...
The funny thing being there are several solutions for this problem but that actually requires a change of thinking in the Pimps mentality.
Simply have the starting area as safe, with low loot and low level enemies. As you go farther away, you encounter radiation in some areas, so you need rad suit or iodine tablets or other solutions. The enemies levels also increase. But so does the loot and resources. You gain the ability to craft items by researching them ( need multiple pieces ) or from books. Exploring a dangerous area can feel very rewarding!
By introducing more ( and rarer ) resources for crafting, these can be place away from the players starting position. That prevents the player from learning a skill and simply spam crafting items later on. And when you reintroduce real quality / damage / block damage levels as in A15, players also do not get overpowered items when first crafting.
Yes, its a more time sink but what do people prefer. Fallout like "get everything" fast with some XP leveling and getting bored off every game fast. Or play a long term game, where you really learn the world, locations etc. In my opinion the Pimps took part of Fallout 4 and forgot the reason why people played Fallout 4, the locations.
Hell, just copy Subnautica their system but yea, that means you need to have a random generator that can handle more content and better zoning. Thus we run into the issue where the limited biomes and similar POIs makes no city or location unique.
The main issue is simply, TFPs love to scale down complexity and its that scaling down complexity that drives them into a corner. Less resources means less ability to tie those resources into medium or rare items or limiting players getting over powered. Look at some of the mods, a lot actually increase item counts, crafting recipes complexity and resources types. And as a result it slows down the player automatically. But its done is such a way, it makes sense. Wood frames? Sure ... Wood -> Planks + Nails and NOW you have frames. Suddenly those frames become more valuable.
Its all in the design of the game and unless the Pimp give up on trying to create a MMO, its simply going make the gameplay feel unrewarding.