Nah, I'm down for them! If not, how are you gonna get your story across? If it's between a dialogue of characters, or a scrolling wall of text, I MUCH prefer dialogue. You can make them walk around, express emotion, show pictures and whatever, there's loads of ways to make it dynamic!
I'd say the problem is when cutscenes are too long. If I'm playing and rpg, I expect to be playing it. I enjoy the cutscenes when they come, as long as there's padding between it. If you're just trying to add more info to build a world rather than continue a plot, I'd say have it as optional scenes. Ones where you interact with an object, or collect items which you can open in the inventory read them at your leisure. That way, the player gets to pick how much they want to engage with the world. If I love the game, I want to find EVERYTHING, but other days I'm just like eh, I want to get on with things instead.
If your game feels like a book, I think you might be doing it wrong. The only genre that should really be happening in is a Visual Novel. They've got minimal gameplay, and the whole thing is about the story. When I head into a VN, I know it'll be a lot of reading, and it can be really great, especially if the art is nice. If your cutscenes are taking over 50% of the game, I think you might want to consider rebranding it. People who are expecting to read a lot, will enjoy it. People who want to fight monsters and explore maps, are gonna be counting the clock until they can move again.
A bad experience I had was with Okami. When you first start the game, you're hit with this onslaught of beautiful graphics and Japanese folklore... but it goes on, and on, and on... And I couldn't really take hold of what the story was even telling me anymore. I saved straight after you're first allowed to move around, and found that it was something like 20 minutes into the game!! First impressions are really important, but there wasn't even a glimpse of gameplay until you'd sat through that. Now, if they'd done it a little later on, say after the first village, I think I would have enjoyed it much more. Rather than being random information overload, it'd be an explanation to things that had been previously experienced.