This I think is a core challenge with procedural generation. You can have procgen countries with procgen cities with procgen citizens, but if none of those citizens have an aunt in another city - who you can actually visit, in a new world from the same seed, and learn that she has a nephew in the first city - then it feels empty, fake.
Hierarchial procgen is easy. But you need cross-interactions like that to make it feel alive, and that's hard.
These are games painting with a 16 color palette while the technology exists for any shade in RGB. The more variations, the less likely things will be coherent (let alone brilliant)