@Autumn This is both reasonable and... not at all reasonable to me at once.
Expecting a 'this is how the world works' document written by an unpaid amateur writer to be as engaging as a professionally written novel by one of the most popular authors of fiction writing in the world today is just not the most realistic expectation to have. From another perspective, this is like expecting the script for a GoT episode, consisting of names, basic stage directions, and dialogue to be as engaging as an actual episode of the show or one of the books it's based on; it's just not going to happen.
World information (or a script, or stageplay, etc.) and a story that reveals that information as the story progresses are completely different animals and one is almost always going to be considerably more engaging than the other: namely, the one where there's a story being told at the same time. That's the role the players take in the game: it's their story being told in a setting, often with characters they create themselves (unless the game has a roster setup).
A single-author setting also only has to take into account the things that affect the story they already know they want to be telling, usually from the outset. If you, as the author, know you're never going to go to Keep X, what it's for, who lives there, where it is don't matter; that information may be relevant in a game world players are going to explore in their stories and you'd better have those answers unless you want to open that up to players to create themselves (which, IMHO, people should be a lot more open to doing than they often are). There are questions players are going to have that as a single-author of a story you don't ever need to consider for an instant, let alone have an answer for, because you are in full control of the story and whether that ever becomes relevant or not; it isn't the case for a world built for the purpose of others telling stories.
On the flip side, if you build in too much story? You run the risk of considering your players to be actors following a script, and that way lies railroading and the entirely wrong sort of attention to detail.
Someone writing a novel is essentially preparing a stage, costumes, props, dialogue, and stage directions for the participants.
Someone creating a game world has to create a much more fully-fleshed out stage, costumes, props, directions for how the world will react to actions taken by the participants, a handful of improv scenarios, and the willingness to let go enough to allow those improv scenarios unfold as they will.
It's the difference between writing a bed time story and creating a playroom; while they have some elements in common, they're just not the same at all, and expecting all the qualities of each in the other is a bigger (and inherently more problematic) ask than most folks realize.