Games with fewer meaningful choices and less exploitable patterns tend to be games that game enthusiasts move away from pretty quickly.
But they stay interesting as casual diversions or ways to spend time with kids for people who are less-game-oriented.
So I think there's two types of ways games are fun, and the latter one is simply "something to do together with friends and family" where the game itself is a diversion, not the primary enjoyment source.
And outlined features probably align to the original creative intent of demonstrating "monopolies suck and are unfair."
If you think about it... lack thereof probably being why it's still such a popular game.
Monopoly I think doesn’t quite fit with those others. Seems to me there’s a difference between the optimal choice being too obvious (monopoly) and no choice at all except whether to pull the lever again or walk away with whatever shred of your dignity remains (Candyland, slots)