I continue to be surprised and amazed that the default experiences of others vary so massively, but I
have
been focused on one game for many years, so I definitely have some tunnel vision. I too easily 'discount' BDO style design as 'this can't possibly be the norm', when it probably is...
I mean, pretty much the only mmo I've played is L2

I've played BDO to maybe lvl 20? WoW classic to 30. B&S to somewhere around 40. Up to 30 in FF14. And maybe under an hour of gameplay in a few other mmos.
So I am insanely biased towards all the things I loved in L2. And there you'd have mobs with different subtypes and each type had their own abilities and when your group fought all of them you'd have to properly move around and control mobs. Get a silence on the mage, try to hold stun mobs away from healers/range players, put dagger classes on ranged mobs, try to nuke the debuffer mob first just so it's easier to fight everyone else.
Well, I'll give you some data since it's relevant to the thread, always good to share, since you've given yours.
FFXI, desert biome style zone. Most populous enemy, medium sized birds that flap around. Then some big lizards interspersed. More rarely, some Goblins, which have approx 4 different classes (don't usually spawn with the class itself randomized), and rarer, amongst all this, giant scorpions.
If you choose to fight the Scorpion, and you hit it physically about 7-10 times (or it hits you that much, but if it's at-level you might die by then if you do absolutely nothing about it), it now has the ability to do one of the following, randomly.
Death Scissors: Very high damage, single target attack.
Mandible Bite: Single target damage + Knockback.
Poison Sting: Single target damage and Poison. (1 HP/tick)
Cold Breath: Cone Attack Ice damage and Bind.
Numbing Breath: Cone Attack Damage and Paralysis.
Earth Pounder: 15' AoE Dexterity Down, earth damage, wipes shadow images.
Wild Rage: 15' AoE physical damage, absorbed by 2 shadow images
Sharp Strike: 50% Attack Boost. 4 minute 15 second duration.
This means that most of the time, the Scorpion gets at least one chance to 'randomly' counter whatever your class is. If you are very defensive, it may overpower you with Sharp Strike. If you are very mobile, you may have to worry about Cold Breath. If your spells take a while to cast, Mandible Bite is guaranteed interruption of the cast. If you are squishy, you better have your health up in case of Death Scissors or some instant defensive ability.
This is what I'm used to relative to 'it not feeling as much like a grind'. Sure, you can get to the point where even this is no issue, or you're overleveled, but the general case is 'I need Scorpion Claws, but I have to worry that the special attack any given Scorpion uses will be a counter to my class and be ready to adapt'.
And of course, watch out that you don't get randomly aggroed by a nearby Goblin while you're fighting it and have two problems instead of one.
There's a whole subsystem for 'recognizing which types of enemy you are basically strong against in almost all situations' but for the strongest enemies in an area, their type normally prevents this, there aren't as many 'full counters to Scorpions'.
Given the way that Intrepid describes their design, this level of thing is the bare minimum I'm expecting, so it's hard to think about 'grinding' on the level of 'individual boars being just a point-and-click-rotation source of materials', even for the simplest enemies, unless you're just one-or-two-shotting most things.