Just to clarify an earlier post of mine, when I said I didn't like "bar RP" I probably didn't qualify it enough with the important clause that it's when it's the grand majority of what RP in general consists of.
Social RP, either to develop characters or to allow the aftermath of PrPs to branch off and develop 'off screen' is perfectly fine. I've no issues with it, especially since in fact those kinds of scenes can directly become lead-ins for more plot.
My issue is when it is not a choice but pretty much the only option in the absence of dynamic elements. Many games that I didn't enjoy were essentially just that - sandboxes with some kind of theme written on their wikis but lacking either plot runners or a large enough playerbase to keep things fresh.
In that light it's probably wrong to use very large, active games as the benchmark. MU* like Arx today, Haunted Memories or The Reach in their hayday, etc could get away with a lot of this because then there is enough stuff happening in the wild to keep it moving. There are ranks people want to get, disagreeable villains others plot to oppose, and that activity becomes self-sustainable through its own participants' sheer critical mass.
On a 'regular' game with 10-15 logins this is much harder. It's very easy for that environment to become stale and sterile, whether staff meant for it to be essentially a sandbox or not. Once that happens if I'm on and the only options I have is go to a bar and see if I can talk about paragraphs 3-4 from the wiki with someone else, do an introductory scene or scope out the chance for a romantic attachment then it's limiting. Not because any of those things in a vacuum is a bad thing, or not enjoyable, but because that's all there is.