Earlier quoted context omitted.
They're not stupid -- they're feedback. You get them as a reward for having done something, usually. But they are also not gameplay, obviously. https://www.raphkoster.com/2012/01/20/narrative-is-not-a-gam... https://www.raphkoster.com/2012/01/26/narrative-isnt-usually... ...and maybe https://www.raphkoster.com/2013/03/13/why-are-qtes-so-popula... since you dislike QTE's. :)
I would be fine if cutscenes were feedback, or reward for gameplay. But that doesn’t explain games where as soon as you start it up for the first time, there’s a minimum of 20 minutes of (often unskippable) cutscenes before you can even control a character. Or cutscenes at the beginning of a level/mission where you kinda have to watch it to know what’s going on at all, but they’re like 10 minutes long, so you’re gonn…
But you don't like those sorts of problems as much (or don't want them in that moment). Which is fine. No game works for everyone the same way.
(There is also an offhand remark in the article about gamemakers being failed moviemakers... ;) )