Go play some decent and complex IF from Anchorhead to Spiritwrak, Curses/Jigsaw!, and you'll understand what a proper adventure and its object interaction actually are. I7 and its libraries allows to create stuff like Counterfeit Monkey, where you LLM would suffer a lot trying to implement that semantic monster. And yet, it will run in a Pentium II like nothing with a Glulxe interpreter.
Zork came from Dungeon, and it's nearly 40 years. Now, the 90's. By just 1993 with Curses!, any DOS/Linux guy with a 486 could play (and still do) pretty complex games with far more interactivity than a current free roam game except for Minetest/Minecraft. And, even with MC, there are some text adventures with pure alchemy on it, allowing to craft new objects inside the game. And, I repeat, playable under a 486/Pentium without any effort.
If someone created a text adventure with the requeriments of a Pentium II/III, it could basically host a whole MUD but for a single player and tons of actions and methods to solve puzzles.
If we ramp up the requeriments for a text adventure being a Pentium 4/SSE2, you basically get Cataclysm DDA but with a text parser and 200X of stuff to do ingame, as it would not be restricted to have to render the whole world each turn. You would get procedurally generated puzzles, NPC's with personality traits, emotions, and even a relatively complex grammar on subjects. Like the IF Galatea, but in a free roam world, with NPC's interacting with each other shaping the world dinamically.