Bill Zebub
“It’s probably Matt Mercer’s fault.”
Though you may find your traps analogy helpful, I don't. If anything, IMHO, it risks potentially sidetracking a more direct discussion of social interaction rules in TTRPGs.
You said "privilege social interaction to the exclusion of all else" and I was explaining that I treat a lot of other complexity the same way.
If there's any "privileged" component it's combat.