How much gameplay in classical game sense - like minigames for example - do you like mixed in with your Visual Novels?
Let's not get too specific, just your personal estimate with your Mark I Eyeball device.
Let's focus on Visual Novels specifically.
For the sake of poll, I assume that Story = classical RenPy scene with dialouges and choices, while Gameplay is things like sandbox exploration, grinding stats or minigames. Basically anything that's not progressable by simple space/arrow keys+space.
If it's done well, i totally support gameplay
Unless a story is REALLY good you wont really be entertained by it, and perhaps even get bored
That's why big gaming invented dopamine harvesters such as levels and stats, for an almost insignifcant inscrease in "ability" (somehow they always make it insignificant to the story) your brain has an orgasmic rush of happiness
so in the matter of sandbox exploration, it'd have to be easily navigatable - Devs really dont understand the difference between "challenging to explore" and "tedious to explore" a game shouldnt waste your time by making you run across the map for some stupid fucking collectibles which you will NOT find unless you find a youtube video of people doing the same thing, they were simply far more luckier than you and accidentally found some stuff
Fast travel is definitely a must if locations are unlocked
In regards to stats it's very much dependant on gameplay loop and the significance of them. Wasting your time grinding away a charisma stat for basically insignificant effect isnt appealing, and not only that, the sstats should cause differences in gameplay, almost like dnd rolls, a nat 20 should lead to a different result compared to a 10 or 15, even though they could technically be considered successes
This way the player is rewarded for actually bothering to grind their stats out
Then there's the matter of how you get those stats
it can be mini games, but it's not recommended imo. For VN something along the lines of simply gainnig experience once you make a certain choice which requires a certain stat, success or not, you simply get xp, you could add some repeatable scenarios where stats can be easily grinded, add books and perhaps trainers and that should be enough, make those accessible and not a chore to do, so making exponentially higher ceilings for higher stats is not recommended
It could also be a conditional thing, experience (actual experience, not like rpg experience, basically you try to be charismatic in conversation, if you have like 10 successes, you fit the condition for experience) knowledge and an actual teacher like i said in my examples
Time is the most important factor, it should not become expontentially longer for you to increase your stats, it makes you bored
As for mini games, massive hit or miss, depending on how high quality they actually are they can actually be fun as a neat little thing, but if they start getting overused or they inhibit quick progress then they should just be removed entirely