I am curious about this as well. I actually really loved The Way 1-6 series because it had many many mini-games spread throughout the series. If I recall they were even skippable.
Assuming I even had something super basic like, 'round up all the sheep on the farm', and it's skippable, would people find that distasteful?
Would most people? Probably not.
Would I?
Absolutely.
Here's the problem with mini-games, in a nutshell.
Your players are here to play an RPG. Any mini-game you implement is not "An RPG". It's a different experience entirely. Imagine if you had a racing game and you suddenly slapped in an optional First Person Shooter segment where you raid a car parts store so you can get some rare or powerful parts for the vehicles you're racing.
That's effectively what your minigame is. It's VERY immersion breaking most of the time, it isn't the genre your players are here for, and ends up being tedious to some degree.
Once upon a time, minigames were awesome. Why were they awesome?
Because almost no game had them. They were an "added extra". In a world where most people got 1 video game every 4 or more months, a mini-game was a freakin' bonus. You essentially paid for two games at that point. A fantastic novelty. They also counted as "extra content" a good chunk of the time since you weren't guaranteed another new game for a few more months.
We don't live in that world anymore. We just don't. Most players have another new game within a month or less of the last one. So, mini-games are effectively obsolete.
On top of which, every mini-game that's ever been created for an RPG has already been done to death. You aren't really doing anything new that a good chunk of your playerbase has seen and done a dozen times over and been bored by.
And, if you get into the stuff like "Lockpicking" in Skyrim and "Hacking" in other RPG's...
Yeah, I find those mostly distasteful too. They often feel quite tedious. The problem is that they're mostly necessary (until the games rendered this crap NOT necessary, and MORE TEDIOUS). See, here's the thing:
In oblivion, the lockpicking minigame let you bypass the "skill level" of lockpicking. There was the flat option of "force the lock" with a percentage if you didn't want to engage. It rolled your stat against the difficulty of the lock. But, if you were good at the minigame (and I got VERY GOOD at it, never needing more than a single lockpick, ever, and no reloading), you could have Level 1 Lockpicking and be breaking down Master Locks.
The minigame effectively let you BYPASS the skill check. VERY USEFUL!
Cue Skyrim:
Now, you can't even ATTEMPT the lock unless your skill level is "high enough". So, now the minigame is a wasted tedious mess. It serves no purpose now. At which point, it may as well just be a button prompt. Press button to unlock the door if my skill level is high enough. The minigame is now part of the mandatory gameplay and it adds absolutely nothing to the proceedings.
Hacking used to be similar. Fallout 3, you could "force" the terminals to roll your stat against the difficulty. Or, if you were personally very good at hacking, you could engage with the minigame and at level 1 Hacking skill, hack your way through the most robust security.
Now, it's mandatory. And it's tedious as crap.
The distinct reward for engaging in these minigames was great. They weren't too difficult to master, and the reward was that you could access stuff you normally couldn't because your stats were too low. They let the PLAYER SKILL override the CHARACTER SKILL. This has a distinction of making a player FEEL GOOD about playing the minigame. It also allowed many players to ignore putting points into Lockpicking and Hacking and such. You didn't need them if you didn't want them.
Until later games, where they ruined it and made these minigames mandatory and based them on your stats.
In Stardew... Fishing is like the thing I don't really do. I don't really find it that fun. I engage with it just enough to "fill the catalogue" and "fill the community center". Granted, Stardew isn't really an RPG. But, even here, I'm just not that engaged with the fishing minigame.
Heck, I don't even like it in Pokemon. "Hit the A button when you see the exclamation point!". Ugh, no. Let me just hit the button, catch the fish, and be on my way.
It's even worse in Stardew where the "fighting the fish" actively burns your timer for the day. So, you burn your timer waiting for the bite... then burn your timer trying to catch the fish.
Mini-games have their time and place. Most importantly, they have their own genre. If I want to play mini-games, I'll go into that genre to play them. I'm not going to play your RPG to play a minigame.
There has never
once been a review that said, "This RPG doesn't have minigames in it, so I'm giving it a lower score". But, there
are reviews out there that score RPG's lower for having minigames in them. Especially if they're badly made. Especially if content is locked behind them. Especially if they're boring and tedious and ruin pacing.
So, really, by adding mini-games into your RPG, you're essentially taking the chance of your game doing WORSE.
Now, as a dev... I view other devs putting minigames into their game as "not focused people". I view them as having gotten bored with designing their game and deciding to design another. They aren't in love with the mechanics of combat, the story they're telling, the characters they've created, the design of the map, etcetera. So, they created this other game on top of it and hope players will like it, instead.
From my perspective... if a game dev doesn't like their game THAT MUCH, then WHY SHOULD I? If a dev got bored of their own game and had to create ANOTHER GAME within it, then why would their game be fun to me?
Plus, time is spent creating this new game. Time that could've better been spent refining the actual game. Time that could've improved dialogue, dungeon design, enemy design, skill design, pacing of the story, refinement of other systems, etcetera. Instead, someone spent 20+ hours evening "catch the sheep" in this game.
Tell me: Do you think a dev that splits their attention between their main project and a side project is going to create a good game?
I don't hold the opinion that they will. For me, their priorities are skewed, and if they have to create a minigame to make their game fun, it speaks volumes about how much fun their game actually is.
Even if I see a minigame in a AAA RPG, I go, "So, this is why parts of the game are so low quality. Valuable dev time spent making this piece of crap, rather than fixing all the things wrong with this."
And yes, most of those AAA RPG's with minigames tend to have some serious issues. Especially with story pacing, dialogue, and even combat balance.
But, you know, they managed to code a card game into their game! All it cost was the quality of their main game to do it.