Towns and cities can have the effect of bogging down gameplay in mundane concerns that don't support the vision of the game as bold adventurers confronting deadly perils. Cue the shopping scenes, hanging out in taverns posturing among other PCs, and the endless interviewing of cagey, quirky NPCs.
So I'm very careful that I keep the action in a city-based adventure pretty tight and short-lived so that we don't fall into the trap of playing out the fantasy equivalent of running errands with a spouse on a weekend. There's enough of that drudgery in real life. I don't need it in my fantasy game.
Typically I use towns and cities as a safe haven for rest and resupply before the adventurers get back out to adventure in the vast wilderness filled with forgotten places. It's rare that I run a city adventure. If I do, it's because the campaign involves an iconic city like Sigil in Planescape or Sharn in Eberron. But that's about it. All other towns and cities are a means to an end.
My group actually enjoys that sort of thing (well, not shopping drudgery). We've spent large parts of sessions basically hanging out with NPCs with no immediate adventuring context. In Waterdeep, the party made friends with a scholarly young Cormyrian from a noble family with a pet Tressym, got a temp job as Volo's bodyguard while he explored town for his upcoming "Volo's Guide to Waterdeep" book, had aesthetically customized gear made, and tried out the food and atmosphere at a variety of inns and taverns before settling down for more long term accommodation. In Sigil they made friends with a girl band and sold memories to the sensoriums in the Civic Festhall (while the bard joined the Sensates). In the latter case, I used the bard's faction membership to give him a quest-giver for an adventure, but so far in Waterdeep, nothing on that list except their eventually lodging has led to any adventuring.
It's funny, because even though I love that sort of exploratory role-playing, I'm possibly the participant most likely to want more combat encounters (since, I'm DM, I can drop some in, but I get the feeling too many combat encounters can bore my group).
What this is helping me realize though, is that I don't like it when games tell you what they are supposed to be "about". "This is a game about cinematic action-packed adventure!" Why? That's the same annoyance of the old World of Darkness games that told you how you were supposed to play them, but nobody played them that way because the setting invited other interesting styles that people preferred. Why not just "This game's task resolution system is designed to support cinematic action"? Then players have valuable information about how task resolution will work, but can play the game however they want. This isn't immediately relevant, since D&D leaves it very open, but it just got me thinking.
Not that I have any problems with your style, I just find it interesting to see the different perspectives on role-playing out non-adventuring.