In TES games, crafting in the usual sense is only needed for alchemy, a skill you can ignore if you want (and can break Morrowind with, if you choose to go that route). On the other hand, I really like being able to enchant my own equipment, especially in Morrowind. (Oblivion's enchanting is also decent, but I wish I could enchant staves to cast custom spells of my choosing instead of being stuck with the ones Bethesda put in the game.)
Forgot to reply to this bit earlier. I just remember it being a pain to travel between locations in M and O because there was constantly another flower here or rock there to pick up along the way. And I remember feeling like I needed them. Enchanting and spell-creation can easily be done without devolving into "crafting system".
As I said, that was really just for Alchemy.
For Emchanting, you just get the item you want to enchant, a filled soul gem (cast Soul Trap on an enemy and its soul will fill an empty soul gem, if there's one in your inventory), and (in Oblivion) an enchanting altar, and you can enchant an item.
Spellmaking doesn't require any of that; just find a suitable NPC (in Morrowind) or an Spellmakin altar, and make whatever spell you'd like, can afford, and (in Oblivion) have enough skill to cast. In Arena and Daggerfall, spellmaking can be done at the Wizard's guild; Alchemy can be ignored in Daggerfall (I didn't even get access to it when I am playing) and isn't present at all in Arena.
Grandia Xtreme ... (This game, while not first-person, has some similarities to DRPGs.)
Such as? I mean, other than being RPGs? I guess you could also say "turn-based", but I don't use the term "DRPG" and don't know if it is limited to turn-based games. It's been many, many years since I've played it, so maybe I'm misremembering things.
DRPG is the genre that contains games like Wizardry and Bard's Tale.
Similarities include the fact that there's a town area (though, unlike Wizardry, it's an actual explorable dungeon), and there's massive dungeons to explore. Also, most of your equipment upgrades come from random treasure, either dropped or randomly spawned in the dungeon, and the items and enemies respawn (and are reload) every time you leave the dungeon and re-enter. Also, these dungeons are the primary emphasis of the game; there's no non-dungeon exploration in this game.
I've even seen an enemy attempt to cast a spell called Level Drain. Level draining is an element that you almost never see in JRPGs. (When I saw the enemy casting the spell, I was a bit scared, but fortunately the spell takes a while to cast, and in typical Grandia fashion you can cancel the spell before it finishes.)
One difference, however, and is that Grandia Xtreme is neither first-person nor grid-based, so it doesn't actually fit the DRPG definition. It does, however, bear many similarities.
(Unfortunately, Grandia Xtreme doesn't have character creation.)