Granted. The system is not for everyone, nor is it intended to be. I personally enjoy that we have multiple systems available that offer different playing experiences for everyone. Otherwise, what's the point?
And this is why I don't believe you do actually understand the purpose of the dice, or why "others" actually like it. We (i.e. my groups that I play with and run in my games) don't discuss the mechanics any more or less than any other system. The difference, however, is that the narrative is introduced
before the mechanics are involved, and then the mechanics produces more possibilities and discussions that go back into the ongoing narrative.
You're limiting yourself by keeping the same expectations you have for all the other game systems that do exactly what you described: generate a singular outcome for a singular action. That is neither plot, nor narrative, nor story. It does not convey any greater sense of drama, suspense, action, or humor. It is simply a test of whether your character succeeds at the moment of decision or action based on your choices as a person playing a game.
In the game you describe, your character attempts to appease the Hutt after botching a job for him as a favor to your employer. You roll a Diplomacy check, add whatever modifiers are baked in to your character sheet or at the DM's discretion, and you either do or do not.
In my game, the entertainer offers to perform for the Hutt to celebrate his small victory and his return to status despite losing his new mining facility to a bunch of murder-droids. It is a hard sell, but the character is good at telling people what they want to hear. But Hutt's are notoriously fickle and hard to deceive or persuade, so the difficulty is upgraded. Also, he is not happy that the group did not achieve all of their objectives, so the attempt has setbacks. But the group did bring back the workers and the credits the Hutt asked for in the first place, so boosts are also appropriate. Understanding all that goes into this process is as much a part of the roleplaying as figuring the dice itself. Now here's the kicker:
The result generates not only a success, but a Triumph AND a Despair. We stopped to think about this for a moment, and then it quickly hits me. The Hutt is so taken with both the character's negotiation and offer to perform at the event, the Hutt forgives the group's failures but decides to make the zeltron his own personal entertainer! And that became a whole new session I had to improvise for the group to get their friend back.
If your system of choice works for you, that's great! Have fun with that. But don't assume that is the only way to play, or expect every system should give you the same kind of experience.