I see the problem (especially in the most recent example of No Man's Sky) as being an obsession with every single variation being present in the game so that they can make that magical 18 quadrillion whatevers claim.
If you're going to use procedural generation to make player-ready content, you need to make sure it produces easily distinguishable results almost every time. You need to cut out something a sizable percentage of the results so that the differences between the things you keep are more obvious and more enjoyable.
And then, perhaps most importantly, you need an interesting game to make use of that content. Don't rely on assets of any sort to carry your game, whether procgen or hand-crafted.