Comparing Dark Souls sales numbers and its ilk gacha games and their ilk shows that the number of people willing to tolerate the frustration is much lower than those willing to buy their way through it.
So indeed, most people that do play Genshin Impact do find the frustration worth it. I'd say a fair few of those find that the frustration makes it better.
That's a hell of a conclusion from assumptions that have a shaky base.
As per [1] below, the "tiny minority" of players typically accounts for over 20% of the playerbase.
And per [2], the average amount spent by a mobile player in F2P games is over $85.
And I bet Genshin Impact does better than this - they have better marketing, better art, and lots of experience milking players for money.
[1] A developer sharing his revenue breakdown per player: https://medium.com/building-the-metaverse/game-economics-par...
[2] https://web.archive.org/web/20160913155032/https://intellige...
Winning gives you a dopamine hit. Regardless of what it took to win.
Entire videogame genres (colloquially known as soshage in Japan) are built around giving this dopamine hit to 1) people who play a lot ("alot" here is on the order of unemployed people playing constantly) and 2) people who pay. They quite intentionally don't allow people to win if they don't pay or play extensively. Losing to those people pushes them to pay so they can win.
Genshin Impact is an evolution on this game model.