I think this may be about using the tools for what they're good for.
My best example is another game we have a thread here for,
Cute Monsters and Mommy.
Now I really like this game.
But: it is very linear, and there are many cases where control is given to the player despite the player having no real choice in the matter. The majority of it is you being guided by the protagonist's internal monologue telling you where to go and what to do, and there's really not much else outside that. It's possible that the game actually would be better suited as a VN-style game.
To make a good game in the RPG Maker style, I think it
has to come with a certain amount of player freedom. It doesn't even have to stray away from the main narrative, as long as the player has some wiggle room about where to go and what to do within that narrative.
This is probably why RPG Maker games get a bad rep. Greater freedom for the player leads to greater difficulties in the design process, and I think casual RPG Maker creators shy away from it.
I'm still triggered you tried to call it a monopoly