Rpgs are pretty numb too when you're up in the typical repetitive tasks like grinding or farming. You go on autopilot easily.
For that reason, I think that were I ever to design an RPG, I'd remove exp from random enemies and instead reward it for actual character development. Like, say, you get exp for killing new kinds of enemies, but it stops after like 10, and the bulk of your exp would come from making decisions, completing quests, etc. For items, I would never implement a sort of "collect 20 flowers for my mom" quests, and I think important stuff should get progressively better drop rates as you kill more of things that drop, to a point where you're guaranteed the drop eventually.