I think people who play D&D despite its combat focus is, and correct me if I heard this wrong from them, but like... the idea is that they don't like combat, so having a big, chunky combat engine is good somehow??? because the rules don't interfere??? with The Roleplay TM.
Or as my GM said it: "I prefer D&D because I don't have to worry about rules when we're Roleplaying TM and it gets combat out of the way"
I don't get it. I don't. I tried asking why the hell you'd play a game with this much Combat Time and I can't get a straight answer. Like, not having combats is somehow impossible. It's required. But also bad, annoying, and must be codified so the GM can turn brain off BUT ALSO have so many rules you are Brain On, wait 15 minutes i gotta check the book heavy.
I think it's legitimately a toxic meme (in the academic sense of the word) being spread to make people think D&D is not about dungeons but "Whatever You Want uwu" or something.
Maybe you can help because I am on the verge of having an aneurysm here.
There's a lot of stuff that plays into this all too common sentiment.
First of all, there's this idea going around in D&D circles that Combat and Roleplay are two things that are not to touch. You see this expressed quite a lot by fans of D&D, the notion that once combat begins roleplaying stops. This is of course a silly notion, because combat is also roleplay, and it's even more silly coming from the players of the game whose rules are 80% combat.
But once you've established in your mind that roleplaying and combat are two, fundamentally incompatible modes of play and the game you're playing mostly has rules for combat and very little rules for stuff outside of combat (and the rules for combat aren't, at the end of the day, all that interesting) it's easy to draw the conclusion that roleplaying and rules are themselves at odds. @prokopetz has articulated this much better than me, and to paraphrase him: in the dichotomy of combat vs. role-playing, combat actually acts as a metonym for rules-mediated play as a whole. So it's your classic role-playing vs. roll-playing dichotomy, which not only smacks of elitism but is also, frankly, idiotic.
Anyway, once a person has drawn the conclusion that rules-mediated play and roleplaying are fundamentally at odds with each other it's easy to see where a person might draw the conclusion that having any rules that touch upon the "roleplaying" side of play would either needlessly restrict the roleplaying or somehow infringe upon the purity of roleplay. Within the dichotomy of role-playing vs. roll-playing role-playing is ultimately seen as basically free play where there are no rules and procedures in play, only to be broken off by the necessary evil of procedural scenes.
Where has this toxic meme come from? Well, sadly it's as old as the hobby itself. A lot of people who are fans of D&D still think they need to inject "real roleplaying" into the dungeon game to grant it legitimacy as a roleplaying game. This is, of course, bull-honkey. D&D, even played as purely a dungeon crawling challenge game with no pretensions of trying to tell a greater story beyond "the story of what happened during the events of the game" is still roleplaying, and ultimately it owes to a lot of D&D players themselves having bought into elitist notions about roleplaying games and not actually even liking the main supported mode of play of D&D.
Because if you take a look at what D&D as a game mostly supports, it's ultimately a challenge-based dungeon game, which is great and cool actually. But if one has a reductive notion of what counts as "real roleplaying," then, well, there's gotta be something wrong with this game. So actually the roleplaying isn't what the rules say and are actually a secret third thing and also it doesn't even matter what the rules say about the game, because system doesn't matter whatsoever.
You might see why, as a person who is passionate about game design and who loves the dungeon crawling challenge game playstyle, I might find this attitude grating.
And I definitely agree that it's a toxic meme, but D&D 5e play culture at this point is mostly a circlejerk about how the game actually is fine and how game design doesn't actually matter and how in those other games the rules actually get in the way of roleplay instead of doing what they actually do: act as a participant in the game on equal footing with the players and with an actual voice as to how the narrative should look like. Even D&D's rules are loudly opinionated about what the act of gameplay should look like, but these people have convinced themselves that the style of play D&D's rules are opinionated about is bad, actually, so in fact any type of rules that are opinionated about play are actually bad rules that get in the way of roleplaying.
Anyway, as a final note, while these ideas have been around for a very long time, there has been something of a resurgence of this idea, and Brennan Lee Mulligan is partly to blame. Brennan is a wonderful comedian and clearly a great entertainer, but he has also espoused the idea that D&D is good because it gets out of the way in the scenes which he is actually interested in (social, interactive scenes) and takes the reins in scenes which he's not interested in (combat scenes, procedural action scenes). I can sort of understand where he is coming from, and in fact the game taking the weight off the pedal during social scenes is great if your players are all extremely funny comedians like you. But it's also basically a playstyle where there are procedural, rules-mediated action scenes followed by essentially improvised, free play cutscenes where the rules themselves don't have anything to say. It doesn't play into the strengths of the medium, which is that the rules of the game are an active participant with an actual voice in the fiction and not just something to be sidelined. So like with all due respect to Brennan Lee Mulligan, but this is something where he simply is incurious and frankly fundamentally disconnected from what the purpose of rules in a tabletop roleplaying game is. The rules aren't there just to handle the boring stuff for you, because in a game you actually enjoy playing there shouldn't be any boring stuff! In a good game engaging with the rules shouldn't be boring! I play older editions of D&D because I like how the rules shape the act of dungeon-crawling and wilderness exploration! I play Monsterhearts because the rules are opinionated about the teen monster melodrama and they produce extremely cool and wildly volatile drama!
All of which is to say: the idea that the rules of a game are somehow diametrically opposed to the act of roleplay is a silly, toxic meme, and one that is often espoused by D&D players who have latched onto D&D because it was the first game they became aware of and who clearly want something more out of games but they have also convinced themselves that D&D is what all RPGs are and the idea that other RPGs might actually differ from D&D in terms of rules quality, how the act of play looks, and the type of play the rules actually incentivize is completely alien to them. A lot of D&D players have nothing but sneering contempt for the playstyle incentivized by D&D because they have convinced themselves that that playstyle is beneath them and not "real roleplaying," and I think those players should stop playing D&D and instead play games that actually support the playstyles they think are befitting real role-players. Also they should shut up and give me like a hundred dollars for being forced to read their posts.