This wouldn't be so bad if it was some optional chrome added when the game is done, but it's taking developer time that could be spent on the story. Remember the rule of Chekhov's Gun: if it doesn't add to the story in some fashion, don't include it.
Chekov's gun isn't a rule, as these sorts of experiences don't have manditory rules. Yes, cutting out uncessary plots can help, but particularly in games and stories more than just the actions happening, these extra elements can flesh out worlds, characters and moods, even if the direct object isn't used (discounting Red Herrigns, which are ABSOULTELY useful within the contexts of mystery). In his noted example of the rifle (If you note a rifle upon the wall in the first act, it must be fired in the second or third act), said rifle can be used to imply the type of person who owns the house. Someone who displays a firearm, either for defense, pride in hunting, a former soldier, etc.
Further, Chekov's principles on writing apply best within things relatable to his wheel house, which is to say short stories. Which is why they apply to movies well, as those are largely paced in the same way. Games however are NOT short, and their story structure works differently. Particularly games in which player choice is a major element, his ideas simply don't work well, and trying to force them to work is a sure fire way to fuck yourself either narrativly or mechanically. Think of if the Witcher cut out the uncessary parts? No sidequests, no open world, none of those are parts of the narrative. Hell, combat could be cut entirely. But you don't really have a game then. You have a visual novel (where Chekov would be apt and useful). Even in the case of what could be argued as VN's, things like Walking Sims, how different of an experience Gone Home would be if it was litterally just a hallway with narration you didn't look for.
Then you look at other authors, particularly in Sci-Fi and Fantasy will just talk about a thing within their setting because it is there. Not may help the reader have better contex as to what's going on, but often it just informs the world, even if it's not relevent at hand to the plot. I don't want a world in which Tolkien or Douglas Adams didn't just randomly espouse shit about their world or their happenings outside of the matters at hand. Did I need to know the history of the grove Frodo and Sam are walking through? Did it even help me understand their mood, current plight, or inform me of their choices? Not even a little. Was it cool and interesting? You bet! I also can get a lot of enjoyment out of the hodge podge actions being built by a number generator inspiring a strong theater of the mind in similar games, giving just a little frame work
In games, you need interaction, particulary in a game like this, in which player choice is taking center stage, you need a way for non-player actors to intract with the player of the style of the medium (in this game, that's fuckin', at least part of the time, of course chases / fights / planning / converstions will also be included, but that's not what your point is totally focused on).
And again, the thing you are suggesting dramatically changes the core of the game at hand. And while I won't say VN's are bad, I don't get the sense Crushstation planed on making a VN (Nor are they ignoring feedback and plowing face forward with their 'vision', but a creator keeping their core ideals in mind is important for a lot of reasons).
The other element that random fights like this adds an element of wild unknown for the player. And for some players such an unexpected turn and having to roll with it, adds a LOT to the experience (or is in fact the entire core of the experience). And while you as a player discount these, others don't. Heck, tons of the random shit that happens in moments like these become the most memorable to someone like me. The dozens of wacky shit that I've had happen purely because of the mechanical elements or random elements.
The narrative shifts in CoC depending on what happens during a fight, including the descriptive elements of the game (which also had more stable, writing, but just as you seem to skip through the generated 'story' of these piecemeal events, I knew in CoC if I lost to an Imp, it was skip time, as it wasn't different, so I stopped caring about losses, just didn't do anything except I'd skip one page of text. It in fact for a while became the right choice, as it was 2 clicks for victory, as opposed to 1 for losing (and the lost money stopped being relevent during that build at the time).
Excessive detail should be avoided and the game should focus on telling its story, because it is an exciting one with lots of possibilities.
TL;DR - Well that's just like, your opinion man.