I really like the point about feature creep applying to realism too. I hadn't really thought of it that way, but once you start simulating one thing accurately it becomes very easy to think "well, I could simulate this too..." and suddenly you're modelling toilet breaks 😭
The Potion Craft example is a good one as well. Something can feel really immersive the first few times, but if the player has to repeat it constantly then realism can basically turn into busywork.
I think that's probably the balance I'm trying to find. Keep the realistic systems where they actually create interesting decisions or consequences, but let the boring parts happen "offscreen" where possible.