Minecraft doesn't have that same constant flow of novel game-elements to match the number of hours people invest into it; and so most play in Minecraft is a lower-key "post-game" kind of engagement with evergreen mechanics — the same "maintenance" kind of play that you see in e.g. Animal Crossing, together with the "practice" kind of play you see in the speedrun community. That kind of gameplay is extremely amenable to being interrupted for socialization. It's like gardening in a community garden.
(Analogy for socially-mediated entertainment for the pre-MMO-era kids: it's like getting together with your friends with a bunch of individual LEGO sets you got for your birthday to construct them all; vs. getting together with your friends to play with the same big old tub of random assorted LEGO bricks you've had for years. Building the sets favors engagement with the novelty of the work, over social engagement with your friends. Building from a tub almost forces social engagement with your friends, as that's the mechanism through which any consensus arises as to what you're going to be spending your time doing.)
Many multiplayer online games played today have a heritage that comes from the MUDs. Minecraft is certainly one of them and fills a similar niche, though to categorize it as a MUD seems strange, unless any multiplayer virtual world with an ROG-like element is also a MUD.