When considering a particular process in play, how many steps is too many.
Looking at the number of steps in isolation is not very meaningful, especially as how to break them down into steps is (perhaps surprisingly) subjective (like you split out "determine Hope and Fear", but I don't think that's really a separate "step" from the roll resolution).
I would suggest that it's about the number of steps, the complexity of the steps (which often varies wildly - some "steps" are so easy as to be basically subconscious, others might entire sub-processes),
and how often they're repeated in a short time period.
If resolution of tasks is relatively complex, but relatively rarely rolled, then it's unlikely to be unduly burdensome (some WW RPGs arguably operate like this).
If resolution of tasks is simple, but frequently rolled, you're probably okay too (5E most of the time, for example).
The problem with resolution usually actually comes when you're rolling a lot, but the resolution is at least moderately complex. For me, a good example would be Shadowrun - resolving an attack in most editions of that, including the person taking damage, is not simple. Nor is casting a spell. Yet many PCs can act multiple times a round, and you tend to get an awful lot of rolls, which can fairly rapidly make resolution of combat particularly feel quite exhausting.
Also, we need to avoid oversimplification when looking at "steps" - it's not just about the rolls in many cases, but any calculations or logic puzzles that need to be solved around those rolls. D&D is very simple and quick if every PC and monster is making 1 attack per round just using proficiency + stat mod and hitting for weapon die + stat mod, and in 5E, Advantage/Disadvantage doesn't add much complexity to that. But in say, 3.XE, you might have to perform elaborate, on the fly calculations of your separate and frequently changing to hit and damage bonuses (many of which were circumstantial and thus constantly turned on and off, or worse, varied in value!)
Why do I bring this up? Because we could easily summarize 3.XE the same way as 5E, step-wise, but 3.XE was insanely more complex. An attack that takes 15 seconds to resolve in 5E might take minutes (easily a minute) to get right in 3.XE. But on paper, it seems like the same number of steps!
With DH it's interesting because whilst you arguably have more steps (albeit "apply armour" only applies to PCs and only ever a limited and relatively low number of times per session), each attack tends to be more individually significant than D&D, and PCs don't have multiple attacks. Even off-hand weapons are just combined into the attack (if they're usuable). In D&D, you might have two attacks with your main hand, and a Bonus Action attack or w/e, to achieve about the same significant of damage as a DH character's singular roll - and I think most cases DH will come out ahead even with the extra steps in terms of time-to-resolve - but not always (especially not if the DM is the kind of who tells the PCs the AC of the monsters).
Another complexity factor is - do any of the steps feature a choice?
In D&D 5E, the answer is typically no, but sometimes yes - a Paladin is continually choosing whether to smite or not, a Rogue generally but not always uses Sneak Attack at the first possible opportunity.
In DH, the answer is also typically no, except when a PC is taking damage, when usually can choose to burn an armour slot (but again you probably don't burn all that many in any given session).
In some RPGs, especially older, more simulationist ones, you might have a choice every single time you make an attack as to how you make that attack - like, I'm thinking of Champions: The New Millennium, where some PCs had basically fixed attacks via powers, cool, fine, but other PCs had either variable powers where they had to decide how strongly to use them every single time (which, that's a significant extra step), or worse still, attacked with unarmed melee combat, so could utilize a bunch of different actual attacks with different modifiers, different damage and so on, which changed the resolution - and I think we can't exclude that decision step entirely from this because it's very significant to how resolution actually plays out. In D&D or DH, you just "make an attack" for the most part (unless using a special ability), but not so all games.
In some PtbA games, the choice comes AFTER you roll, as you look at list of potential outcomes - maybe on a very good roll you get to pick two positive outcomes, a bad roll you fail and have to pick a negative outcome, or whatever, and that is not something I noticed as slowing things down until recently, but it is an extra step and because it requires the player to stop and make decisions, can be particularly time-consuming. PbtA usually gets away with it because it's not a system where you're rolling for anything insignificant.
EDIT - Another complexity factor - How hard is it to determine what happened from the dice?
D&D it's d20 + bonus vs number.
DH it's d12+d12 + bonus vs number and which of the two dice was higher, the good or the bad one?
Some dice pool games? OH NO!
It's stuff like "Roll a number of d10s equal to [number probably derived from skill + stat + bonus]. Count all the d10s which had a 7 or more, subtract any dice which had a 1, but double-count any dice which had a 10, and compare to a number of successes, which may itself be generated by a similar roll from the opponent, oh and if you failed and had more 1s than other dice, that's a critical fail, but if you succeeded and had more 10s than other dice, that's a critical success, so if you rolled any 1s or 10s you better go back and check how many!" (made up but I know there were some early WW ones about that complicated lol). God help us all if you have both variable TNs for the individual dice to roll AND different numbers of successes needed for different tasks! Entire pantheons help us all if you had to roll to hit against a roll to dodge then roll to damage against a roll to soak! Let's not even talk about exploding dice, especially if they explode on varying numbers!
EDIT EDIT - Sorry for the wall of text, there's just a lot to consider here, and having played a million different RPGs over the years, I've really seen how wildly the nature of the steps and the sort of "pre-step" can influence this, and how repeatedly doing an on-paper simple process can sometimes be more frustrating or boring than a single process which in theory has far more steps (but not always!).