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Time to flood the market with hunger games themed battle royales and sandbox builders.
That is the point of using it as an example; it exemplifies the worst aspects of AAA action games - most others do a better job at papering over the cracks and weaknesses, but still have a lot of the same issues. For example Borderlands you will equally have to kill the same enemies over and over (to the point of getting minor bonuses when you reach 100 or 500 kills of the same enemy), but there at least the scifi/sci-fantasy setting allows more variation in the enemy types than can easily be achieved in a game that is in a more realistic setting, so the repetitiveness of the enemies isn't so stark.
Or Doom 2016 which has a similar issue with repetitive tanky enemies (and with the same finishing move junk, meaning bizarrely in a shooter you end up drifting into melee range with enemies so you can clear them faster), secrets/collectables, and generally lots of filler between the main boss fights and set pieces that might actually be interesting.
Pretty much my take on it is to sell games at $60 and more they tend to need to make them 10+ hours, but making a sufficient volume of interesting content to fill that time with the level of graphics and variety that is expected from AAA games is prohibitively expensive, so they have to resort to ways of stretching things out by massive reuse of assets/enemies, bullet sponge enemies that slow down player progress through the game, and finding ways like collectables and secrets to get the play time up without too much development/extra artwork needed, etc.