Well, no. It's okay for marketing, but from a design standpoint, procgen is an enabler. It's used to make things.
Procgen is good at.. 1.5 things.
1. Making A LOT of something.
1.5. Maybe that thing is unexpected? Maybe?
When do you need a _LOT_ of something in games? Like, a LOT. A REALLY HUGE AMOUNT.
A: When each individual player is going to see that thing a TON OF TIMES.
How many times does each player see that procen?
Statistically? 95% see it once, ever.
1. People willing to play an entire metroidvania through multiple times.
2. People who talk to friends who are playing the same game and find differences novel. Maybe??
How much effort did you put in for this impact?
Roguelikes, classical ones, are great for this because the permadeath structure means that players will see the start of the game hundreds, thousands of times.
A lot of times, you can just _make a whole lot of a thing by hand_ way, way faster than you can teach a computer to make that thing procedurally and NOT be garbage at it.
If you want good level design, you need to be good at level design, you need to have clear level design goals, and then teach a computer to make level design that good.
One of the biggest mistakes I see devs making is assuming that procgen can fill in their own gaps in skill. It cannot. It can only exacerbate them.
Rogue and Angband pull from restrictive enemy/item tables and have simplistic terrain.
Spelunky hand-made all the area tiles and combines them in highly-specific ways.
That's all the procgen you need.
Novel stuff is novel in all senses of the word - specifically the "unusual" part.
This is basically how dwarf fortress works.
How many ppl are willing to read through hundreds of history logs to stitch a story together out of mess more than once?
Not a lot of games can manage that alongside more traditional structures. Would DF have succeeded if it wasn't free for decades?