Grind in itself as a term is a construct.
All games attempt immersion, where you are meant to play a role that you enjoy (often a dissimilar role to that you play in real life), perhaps its a fantasy, perhaps its an escape.
However behind any game is a spreadsheet...a formula...with the advent of forums/social grouping we have learned to very quickly de-construct the algorithms that are behind the 'game'. We then recongnise that to get from A to B, requires us to 4 times X, 3 times Y and 9 times Z.
We then forget about our immersive dream (I want to be an Anaconda Pilot of Death...whose very entry to a system causes the sun to quake) and instead set our objectives to be I must deliver 400 tonnes of tea to London Orbital and take 500 tonnes of wombat poop to Sydney hub. This will take me 17 trips, I can do 17 trips in 11 mins per trip, thus I have a 9.123234 hour grind in front of me.
By deconstructing the immersion WE create the grind.
You can deconstruct anything into tedium, in order to get into bed with Sally, I must first take her on 3 safe (coffee) dates to win reputation with her, I must then take her to three high falluting events (concerts, museums etc) in order to make her think I am lovely and I must win rep. with her parents. You could take this approach with Sally and all the lead up to your goal will be boring grind (hopefully followed by the good grind

).
In order to buy the house I want, I must first work 2344 weeks saving 20% per week until I have a deposit of X, while at the same time not punching my boss in the face because he recently took Sally to bed as soon as she saw his Porche.
Grind is a construct WE ruin the game with, the only time I think you can blame the game for 'grind' is when the ONLY way to do something is to repeat the exact same task 100 times with no veil of variety or contextualisation that obscures the fact you are basically a truck driver.