One reason why a novel describing an immersive fight scene is different from a text-based combat system is that, well, the latter is a system. The player is expected to understand the underlying mechanics and execute on them countless times with predictable effects, while the novel is only read once or a few times.
The overall course of combat in a game is (hopefully) determined by more than repeatedly doing the “attack” action, but the challenge generally lies in responding to dynamic situations using a mostly-fixed set of choices with known (or knowable) effects. As a player does that repeatedly and gets good at it, they see the same outcome – including any text, static or dynamic – many times and get attuned to the underlying mechanics. Sooner or later any “flavor text” will lose its punch and be skimmed or ignored in favor of the salient information.
More generally: when you’re pressing the same metaphorical button hundreds or thousands of times, you engage with it differently than when you only press it once. Typical parser IF doesn’t spend lavish descriptions on moving between rooms or TAKE-ing/DROP-ing medium-sized dry goods, unless there’s something unique about this specific instance of it. Fighting game animations should look cool, of course, but skilled players learn about frame data and why that flashy super move is very punishable. Minecraft doesn’t make you solve a 30 second minigame to dig out a block, it’s just a couple button presses per block, so the player can focus on the bigger picture. Chess isn’t about the physical act of picking up and moving a piece. Et cetera, et cetera.
Similarly, IF often puts more weight on the gameplay and prose that happens only once or a few times per play-through. Solving any given puzzle is a one-off insight, even if it’s grounded in a consistent world model and involves clever application of e.g. standard IF verbs. Visual novels that expect to be replayed to experience multiple routes have a prominent “skip text I’ve already seen before” button. Fallen London has repeatable storylets for grinding resources, but their enjoyable flavor text can be (and mostly is) ignored on repeated trips through the carousel, while fresh stories are read carefully. In these contexts, prose can focus on what it does for a first-time reader, much like in novels, even if the reader is a player and the prose is very interactive.
Consequently, I’m a bit skeptical about IF that puts the bulk of its prose into a combat system and expects the player to keep engaging with that prose, e.g., to discern the mechanical effect of their last move. It doesn’t seem like the best avenue for stirring strong feelings with words. I haven’t tried it, but a possible solution may be still having combat but less of a combat system. Instead of giving the player a (near-)infinite supply of monsters to fight and trying to make the 100th fight still be engaging, pit them only against the evil overlord and their three generals, or against the seven evil exes. Each of those battles should be easier to make engaging because they’re one-offs that are allowed to differ in arbitrary ways. Even for the parts that are common, presenting unique combinations and applications should mitigate the “read this a million times” effect.