Hell no to spam crafting, but also hell no to being able to become immune to stun BECAUSE i'm killing zombies with that very same club you used as an example, or farming better. How is clicking a button 3000 times to get better using it and clicking a button 3000 times to grow better crops any different from each other?
You are describing skill grinding (clubs, crafting, whatever) twice there so of course there is no difference.
The key to skill grinding is that you use one skill ad nauseam to improve that one skill. That is when the game becomes a job that you're not even getting paid for.
What
is different is a system that allows you to play the game your way and have actual choice in your character progression.
You're playing a role because you want to, not because the game tells you who you are
allowed to be.
You will need
general progress in the game to gain skill points but that is pretty much expected in games. The game does not care how you acquire these points nor dictate what you do with them.
You appear to be complaining about rules when the game is very much hands-off when it comes to your character progression.
The immersion that I see is in
playing the game, not performing one specific menial task over and over. Look up from that recipe list and have a look around you. Go outside, maybe even to the other side of that hill over there.
I'm not even sure what you want there. You are damning skill grinding to hell only to praise it as the one true system of advancement. =)
Maybe this system is not ideal for OCPD minmaxers because it misses the boring-activity-gate for advancement that gives these people a unique advantage over players who only want to play a game and have fun. It must be terrifying that some normal person can play the game
and be successful without risking carpal tunnel from crafting stone shovels.
Personally I
am an OCPD minmaxer type. I can walk the walk, grind the skills. As a designer, though, I
can not justify this kind of punishment becoming part of a "game".