I've always had a very similar problem with Action-RPGs. Too much boredom for me, personally.
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I understand this point, and more or less agree on it. But in my opinion it's a major difference between turn based and real time.
In real time, reflex, speed, and concentration requirement transform trash combats into something more or less captivating. And then the boredom of repetition comes much later, after many more repetitions, or when it's just too easy and you play the combats without much caution.
In turn based the substitute, working more or less, is RNG. With RNG in trash combats the boredom from repetition comes later than with few RNG. Except that RNG targeting only tactical variations and not difficulty is hard to achieve. And at end when RNG targets difficulty level, the only design is even with a very bad RNG you can beat it, which means it's quite an illusion, and you don't delay much the boredom from repetition of trash combats.
It's like that discussion I witnessed in SWTOR today : "Yes, in SWTOR one must disarm traps, too."
"Yes, but not as a skillcheck." (DDO)
In my opinion skills check is a quite difficult design problem in both real time and turn based.
Despite its awful design of last two chapters, I think Pathfinder Kingmaker did it well with RNG. There's ton, you can survive the bad RNG consequences, there are many chains, scamloading is made more difficult, there's not very major consequences. For example I lost one quest because of it, except that I got the important reward from another quest of the same NPC. Another example is a bad chain of RNG pushed me into an extra difficult combats because of the cumulated consequences, but after a lot of raging, even if it was close, I still beat it.
I also enjoyed the no RNG approach of Dragonfall, I found it was an interesting approach, not have dedicated skills for such check, but use the combats building to create non combats skills check.