Has literally anyone suggested they do?
Who is the “we” here? Royal we? Because I sure don’t do what you’re describing (as you accidentally illustrated by claiming “we” don’t call camp system of PF:KF a subsystem, when I literally just did!).
It fit fine, the issues related to it were almost entirely down to the content, nothing else. Seriously. If you had halved the number of planets in ME1, and doubled the effort spent on each, and made sure only environments which let the rover move in sane ways were part of this this, it’d be a none issue. It’s notable that in the “forced” rover sections, you never need to do bullshit wallclimbing or other ridiculous nonsense, because they actually put the effort in, level-design-wise. Rather than just taking 2D height map and slapping a few locations on it, as they did with a lot of the extraneous planets.
That’s literally the plot of Mass Effect… You’re an independent agent who has essentially commandeered a space ship, and you’re sidelined/marginalized because you’re no longer part of them (indeed they try to take the ship away from you later, you have to steal it back). You did play Mass Effect, right?! This is confusing because what you’re saying seems to suggest this wasn’t true of ME. I can’t think of any other CRPGs you could be referring to though.
Here the issue, which I’m guessing you’re not aware of, is that it was based on a pen-and-paper “adventure path” (AP), where the PCs ruled this quasi-kingdom, and the AP didn’t have the same systems, nor the same extremely static and standardized approach to kingdom management. Instead that was actually roleplayed, and could potentially take up a lot more time and focus than it does in the video game. The AP also didn’t have the same sort of fixed paths and limitations that the video game does, which were a large part of what clashed so problematically with the rulership stuff.
It was designed for a group of 4-6 players, essentially. Whereas the video game is designed for 1 player. The video game just contains a lot of outright bad ideas which serve to make running the kingdom much, much more annoying than it had to be, not least that they strictly limit who can be in each role, yet if you don’t have people in those roles, you’re basically fucked, and it’s very easy to simply not have certain NPCs available.
This literally couldn’t happen in the AP. The players could decide any PC could do any role, and could go find an NPC to perform any role, if they didn’t have this (I believe in the video game you can sort of work this with “mercenaries” but it’s not really the same thing). Equally all the stuff comes up with these weird fixed timelines and people leave the party and stuff to deal with them, which is not at all how it is in the AP.
What I’m saying is, the mistakes they made with PF:KF were not quite the ones you perceive them to be. It’s not really an AP primarily about “kingship” in the way you seem to think. That’s not actually the focus of the AP to the degree you’re describing, and it’s designed to be a shared responsibility among several players, not one player making all the decisions. And there are fewer and much more naturalistic decisions - it’s not this endless parade of fake-crises.
All in all, this is why people have a lot more hope for PF2, because it’s based on an AP which doesn’t have all that bollocks. It’s bizarre that they chose one that did. It clearly hurt the quality of game they could create with such a small team, and none of the kingdom-management stuff is reusable, because no other PF AP does that (AFAIK).
PF:KF is basically that on a larger scale, far more intrusive, outright badly designed in a number of ways (and poorly explained to boot), and with actual randomized mechanics to really fuck ya even if you did make the right choices. Almost every outcome of the kingdom system seems arbitrary, and there this constant bizarre tension between them always trying to send you on adventures, and them removing members of your party (again, something they entirely made up - this isn’t from the source material), and only letting you manage stuff when you were actually at court (because I guess there are no messengers or anything in this kingdom, and I notice all the spells which, from very low levels, let you engage in long-distance communication, were removed in PF:KF, despite them being part of the adventures this is based on).