Tried Tower of Fantasy.
I can hardly speak about the gameplay because ToF's UI alone is filtering me. There are a dozen different menus that you cannot access from each other. Some information isn't even accessed from the default "menu" system but rather from buttons (that don't look like buttons) attached to your minimap. There are multiple "premium" currencies that are spent on their individual... things (I don't know the correct term, but I wouldn't call them banners). You not only upgrade your weapons and "matrixes" (slotted into weapons with set bonuses, acting like GI's simpler artifact system) but also a full set of gear for your own character (helmets, bracers, legguards, etc). You have mounts and relics. All these items require their own (multiple) individual garbage to upgrade. Relics are various tools, mostly puzzle solving or traversal related, but you can only equip 2 at a time and they are complete pain in the ass to switch, especially when you only need it to solve 1 puzzle and then switch back to what you normally have in the slot.
The UI is clearly designed for mobile and its an obnoxious, if not outright hostile, experience on PC. I don't know if I'm a boomer and all this is normal now or if they're doing some kind of psychological manipulation tactic that I'm too old to just accept. Given it is, after all, a gacha game, I'm inclined to believe the schizophrenic UI is intentional.
I really quite like the concept behind the games, in terms of the content and world and how you explore and hit things up mostly randomly/naturally as you explore, and get resources to upgrade your equipment from different content. I really think I prefer this kind of item system - where you can commonly find items that will fit the build you want to make, and then upgrade them to the point that they are viable for the content you want to do - versus having to constantly upgrade to completely new items and shuffle stats, as is typical in an ARPG. The downside is that they spend all this effort on the world but then focus the endgame on some "waves of damage sponges in a square room disconnected from the rest of the world" that are so bone-dead simple you can't even call it procedurally generated.
I haven't played Genshin Impact outside of maybe a week after its global PC release, and while I equally had problems with the game and its UI, they felt more like boneheaded inefficiencies that result from a touchscreen-first interface design rather than the "this is deliberate" vibe I get from ToF.
This is, of course, not even getting to the gacha aspects. I really wish there were private server alternatives or some western studio could develop a game mostly like this with a more conventional payment model (i.e. one-time purchase + big expansions). These games make billions per quarter, to say nothing of per year, and only invest a fraction back into development. It should be possible to create a game with very similar content and a much less predatory profit model, if only the studio were willing to make handfuls of cash instead of buckets.
Dialogue in general. There's a bunch of weirdness with the dialogue and cutscenes. Characters snap back to their default pose at the end of their voice lines, rather than allowing the animation to complete and resetting "naturally". Several cutscenes cut away to a different perspective, but only for like half or 1 second - took quick to take in what they were trying to show - leaving you to wonder why cut away in the first place. The text scroll for unvoiced lines cannot be skipped individually, despite this being possible for voiced lines, leading to a lot of secondary quests being tedious to sit through (sometimes you can skip the entire dialogue, but the button takes several seconds to appear and is not always present; the delay is unrelated to the length of the dialogue). Unvoiced lines are commonly timed poorly for the english translation, leading to text that moves to the next line before you're given a chance to read it (sometimes even before the scroll completed).