A caveat of a procedurally generated universe unfortunately. I wouldn't personally mind random encounters if they are made relevant to explorers and don't repeat with the same instances ad nauseam. Finding ruins to explore for extra data for example. It certainly won't replace the need for more engaging mechanics, but I wouldn't object to them occuring![]()
Something like "ruins to explore" needn't be a "random encounter". It could be part of the procedural generation. This would mean you can't just explore the same tiny patch on the same dusty potato all night, every night, and be "exploring" new ruins over and over. You'd have to find new tiny patches, and eventually new dusty potatos, but if you found a particularly cool Ruins you could share it with others and they could Come See It too.
Procedural Generation isn't the problem. It's the dumb Random Encounter Table tacked onto the game that needs to go.