My main issue with ttrpg culture as it is right now is that a lot of Roleplaying "Games" are not games at all. What is and isnt a game is a complex matter, but I really like the definition of games by Jane McGonigal: A game has a goal, rules and feedback (and voluntary participation, but i dont think that point is useful right now)
Of the six cultures of play defined by the Retired Adventurer, I think that only Classic fits the definition of game. Trad, Storygames and OC cultures use the language of games to create a story, but often choose to ignore parts of the game when it interferes with the story the players are telling, instead of letting the game take the lead. And Nordic-larp and OSR both commonly choose to leave rules up to interpretation on purpose, in favor of freeform roleplay.
Now, this doesnt mean those cultures of play are Wrong and Evil and you shouldnt engage with them, but Id say they should try to stop trying to present themselves as games (although that category is used as a whole by MANY MANY activities that arent games at all) and in the process they would be able to better explore the strength of their mediums. A lot of general game design advice that is really useful in Classic games, videogames, board games, card games, etc, is really bad advice in other cultures of play and maybe by separating Roleplaying Games from Roleplaying in general, better understanding of the medium could be achieved.
