EzekielRaiden
Follower of the Way
What does D&D do mechanically?I think this points to my issue. What is it D&D does? You seemed to posit that is a long string of "engaging" battles?
I am not fond of that mode of D&D. There are other ways to play D&D I like a lot better.
Yes, it does precisely that, because that's precisely what it is and has always been, mechanically, from its inception.
D&D's engine is a wargame engine, but with a critical component removed: it is a "campaign" where one of the armies (the PCs) must continually fight battles, over and over and over again. That army--henceforth, PC-Army--is thus given specific, defined ways for restocking supplies, because if there weren't such a method, PC-Army would guaranteed lose, and pretty quickly at that.
Everything else in the engine is either not mechanical in the first place ("GM Says"), has only the barest suggestion of mechanics (extremely simple "roll a die, did you exceed X?" binary resolution)...or is magic, where players can just declare that they win because they already have the <spell/item/scroll/etc.> which, in actuality or merely functionally, guarantees they win. 4e tried to introduce actual mechanics outside of combat via Skill Challenges, but botched the presentation (a common flaw with 4e), and anything good it did communicate got lost in the hate parade. Since then, 5e has done absolutely nothing to change this, and has in fact tried to compress as much of itself as it can into the spells system, where essentially all non-fiat, non-combat mechanics are stowed.
Mechanically, D&D is and remains a wargame where the war is never-ending for one army, but it can restock, plus expansive GM fiat and the occasional roughly-50/50 rolled die to determine whether something succeeds or not, unless Spells, which are profoundly scattershot and frequently VERY poorly-designed.