I think a lot of those attempts you mentioned try and brute force the problem or trust the AI too much on what to generate.
A lot of the same problems that AI coding agents run into also apply to this problem. You have to really manage context (avoid sending a novel at the model) and enforce strict rules in the "engine". The hard part is world building that is consistent without railroading the player and forcing specific paths. I have an agent (for lack of a better term) that manages arcs across each tier. World arcs (nations, factions), player character arcs, NPC arcs, individual scene arcs, and location arcs (towns, cities, dungeons, etc). By prompting all of these as tight, individual arcs with flavor and context peppered in as needed, you end up with stuff that is more compelling. It has to be loose enough that you don't railroad the player. When you decline that NPC's quest, down the road that might have changed the overall arc for a town in a meaningful way.
I won't pretend that I've perfected anything but I have definitely noticed a spark in its writing and world building that I personally have really enjoyed.
OTOH, that means that the underlying story is that much more important. I think a lot of people mistake coherence for novelty. Biggest offender is puzzles - oh god do LLMs absolutely blow dire wolf chunks at coming up with organic and interesting puzzles.