I think the problem for you lies in the way you've simply boiled an RPG down to its base concepts and then unilaterally stated, "These basic concepts are boring!". You can do that for pretty much any activity there is. Oh, all Hiking is, is walking up a pre-determined trail carrying a heavy load full of not terrible tasting food, going from A to B and hoping that somewhere along the trail, you got a nice view. For that matter, what is entertaining about driving? You go from A to B, listening to the radio, experiencing Road Rage, and you hope you see something nice along the way.
When you boil things down to their base concepts it all seems boring.
See, the thing is that "fun" is an emotional reaction. So, whatever it is you're doing in a video game, your players have to feel something. It feels good to win. It feels good when you solve a problem in such a way that you feel smarter for having figured it out. It feels good to get rewarded with things for playing the game in a certain way (whether we're talking about Achievements/Trophies or we're talking about finding a chest with a rare weapon at the end of an unexplored hallway). It feels good to be able to put a little bit of yourself into your characters and make them your own.
As such... "Fun" and "Interesting" are going to be subjective. I, for one, hate crafting systems in games. I find them tedious for no real gain, or they're too heavily relied upon and they turn into a gameplay cycle of "collect crap, then use that crap to make other crap" that I just find dull and repetitive. It only annoys me more when there are "set recipes" and you can't deviate from them at all. You can only craft the things the programmers have decided you should be able to craft. With the components they decided you should craft with. Nope, you have to use Shark Leather to make this, you can't use Panther Leather. You have to use Iron to make this, you can't use Steel. For me, not fun at all. I also don't find "enemies on the map" to be fun as a game mechanic.
What makes a game interesting is going to be subjective to each and every single person.
What do I do to make my game interesting? I make game I'd like to play. A game full of features I enjoy, things I wish AAA developers would do, and things which I think are unique or rare across all of the RPG Market. That's what I do.
I like stories, so my game revolves around them.
I hate puzzles, so I don't really have any.
I hate dedicated healer classes because they make the game too easy, so they're gone.
I hate lots of skills that I have to scroll through, so they're gone.
I hate combat that the easiest way through is just to mash "Attack" or cast my best spell, so my combat isn't designed that way.
I like customization and options, so I try to include as many as I can without conflicting with those stories I'm telling.
I like making choices in games and having a play experience relatively unique to me, so that's what I'm trying to do.
I hate that grinding levels, stats, and gold makes a game too easy, so I've removed or changed how that works.
I like the world to change a bit upon my interaction with it, so it does in lots of ways (including opening shortcuts as you gain levels).
I don't like "overlap" in skills, so I'm trying not to have any.
I like skills that gain levels and can be customized, so mine can and are to an extent.
I like things like the "Traits" in some tabletops or early RPGs that give you a good benefit, but a bad drawback as well. They're in the game.
I hate mini-games... so they're not in the game.
I like lots of equipment that does lots of stuff. It's in the game.
I like lots of elements to play around with, so they're in the game.
I like unique vendors, so I've tried to add a bunch as well as a mechanic that makes them more unique.
That's just the short list.
I just make a game that I want to play, that's how I make it interesting. If I'm bored playing my own game, how can I expect anyone else to find it interesting?