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What the core loop is is to explore to find resources or loot to make better gear for your character (via said found loot or making new gear from resources) to fight bosses to get access to more resources and loot to get better equipment, etc etc until you fight the final boss. Monster killing is only 1 part of the resource grinding and yeah game genre is really not like diablo at all.
But even that can be evaded by fishing and digging around. I had more than 500 copper even before I placed my first drill on copper boulder.
Food can be looted from larva/caveling mobs and fished, If you absolutely despise gardening you can skip it alltogether. Mycelium (ground tiles that spawn mushrooms) will constantly respawn mushrooms and mushroom people mobs so you'll get hundreds of mushrooms to eat and cook in no time.
I also remember that at some point you could find a vending machine to buy food.
In the settings there is an gameplay option to change holiday, some of them add more food to loot/seasonal trader, but I don't remember how filling or cost efficient that food is.
Making separate "resource" worlds from time to time and hopping into them when you need more ores or food is an option too.
I'd go as far as to say that if you don't want any automation, you can make a "base" world where you just put your storage and crafting and whatever else, and do your exploring on other "adventure/quest/resource gathering" worlds - when you hop into your "base" world and drop the loot, returning to the "adventure" world spawns you exactly where you left, so no backtracking is needed.
This approach would allow you to not choose between what loot to keep and what to abandon - keep all valuables for future selling and don't throw away seeds (even you are not interested in planting now, you might reconsider one day).