I generally agree with this idea. Renpy style games could do without the grinding, but having definite stops to do things at the players own pace, or access repeatables, secondary gameplay elements or such adds something to the experience. It's mostly monkey brain logic, but the illusion of choice makes it still feel somewhat like a game, rather than just reading.
LiL is probably one of the worst examples for it, though. No hints, many events obscurely hidden, a huge number of them only trigger on specific days, grinding for point requirements to start them rather than just click to start the next part, no secondary gameplay elements other than the repeatables which only get variation maybe once per chapter. And the ever present concern that the next event will lock you into a long chain with an obnoxious puzzle.
I recall someone referring to LiL's gameplay loop as hostile, which I think is pretty accurate.