Of course as games like DnD are also a social affair, it's worth making sure everyone is having fun with something like this, otherwise what's the point?
I never could get into DnD because of the roleplaying. To me games are a set of rules which I view as a puzzle.
The problem is this isn't actually true. They certainly think of a lot of things, but it's still only a finite, predetermined set. All the clever tricks are common knowledge now. Anybody can read the Wiki and learn how to win without much difficulty. Nethack becomes boring once you understand how it works. If you want to play it but haven't yet done so I recommend avoiding spoilers as much as possible (the cockatrice thing is so well known that I don't think there's any real problem sharing that one; the game was designed around less extensive pre-Wiki-era sharing of knowledge, not zero sharing).
Real D&D doesn't have this problem. A human DM can adjudicate improvisation without needing to program it in advance, and do this while maintaining consistency in a way that LLMs still fail at. Well-run tabletop RPGs are still the best games available for allowing player creativity.