So, if we hold neutrality up as an ideal, which some GM/Storytellers/ECT do, then what do you do when neutrality leads to boring and unfun resolutions?
Well, I think that to abstract this a little, it's like the difference between rule utilitarianism and act utilitarianism.
To briefly recap, and to avoid any contentious connotations, I will provide a google-approved definition:
There is a difference between rule and act utilitarianism. The act utilitarian considers only the results or consequences of the single act while the rule utilitarian considers the consequences that result of following a rule of conduct .
A proponent of neutral refereeing might say that while specific outcomes (acts) are boring and unfun, the consequences of following the principle for the table are more fun.
Again, I am not an advocate for any particular position, but I am reminded of a story I once heard relayed- a person was playing 3e (I think? maybe PF? or 2e ... it was a while ago) and they had a great time! They thought the DM was awesome. Later, they learned that the DM wasn't following the rules- wasn't being neutral; the DM was just "winging it" for everything. All of those careful bonuses that they had worried about ... didn't matter. And then, the experience transformed into a terrible one.
I often think about that, because it raises a lot of questions for me! Some of them are philosophical- what does it mean, really, if an experience can be great at the time, but you hate it later? But the more salient question point for this is that there are people who derive great pleasure from overcoming challenges, knowing that the referee is neutral, and knowing that the possibility of "boring" and "unfun" exists- because it makes the existence of fun, not boring, and success that much sweeter.
It's not everyone- in fact, I would say that given the limited amount of leisure time people have, it's probably the minority of people. Heck- look at video games. As much as people like to talk about how awesome those incredibly hard video games of the past were, there is a reason that modern video games tend to be incredibly forgiving (in terms of save states, or restarts, or lives, or whatever).
Anyway- that's the gist; it's not necessarily a problem if it leads to boring or unfun outcomes, because that ratifies the experience.