Bill Zebub
“It’s probably Matt Mercer’s fault.”
2.My game is loaded with lore and information. It's one of my favorite things. Even the player that just coasts through the game will have to go through a little. But then they would have to remember things and use things in gameplay. And plenty of casual players refuse to do this. They are "forced" to listen to flavor text, but they never speak to NPCs in character or interact much with the game world. Their character walks into an inn common room and sees an open book in the fire place that is not being consumed by the flames...and they just ignore it and say "when are we going to fight something?" This comes up a lot for the "informed agency" thing. Players say they "don't know stuff", so they can't make informed decisions. My counter is the players are unwilling to role play, interact or immerse themselves in the game to learn anything. And the classic "they don't write anything down"
Admittedly this is not a lot of information to go on, and I may be totally off-base here, but the above paragraph makes me wonder if your investment in lore and information also means that when you design adventures you have preconceived notions of how that adventure is going to play out...how it is going to fit into the story you have envisioned for your world...and as a result some of the players feel like they don't really have any ability to influence that story.
Again, maybe I'm off base, but in my experience there is often (or maybe just sometimes?) a correlation between DM investment in world-building, and DM desire to (perhaps inadvertently) keep the story on the arc they have invested in.