@Pifanjr let's do a test. After you hit "play" in Palworld, select "customization" and turn off the need for food. If that doesn't make you like the game better, then it's probably not the "survival" but the "sandbox" that you don't like. In early access, Palworld is sort of an extreme example of "sandbox". But it may always be that way. No idea.
They have never done a game with narrative. That's kind of a reason I like them. For me, the opposite of sandbox is narrative, and I don't care for narrative, but it's really all the same thing. There's progression in Palworld and a final boss, for instance. There's just no one telling you why you are progressing or hoping you'll save the world.
@Pifanjr Also, Subnautica is a survival game, and you liked it okay. I think in the case of Palworld you probably just need more direction and purpose, like from at least some degree of narrative.
As for Fallout 4, a lot of people seemed not to like it. Not sure why. For me it was the narrative. I just couldn't get into it. I loved Fallout 76, but it's co-op, so that really doesn't count. Also the story wasn't trying to dominate my time. It was there, but it wasn't intrusive.
I've been thinking about this. You're right that Subnautica has survival mechanics, but those were also my main complaint with the game. It's also true that I prefer some structure in my games, which narrative works well for.
I think my main problem isn't really survival mechanics or a lack of narrative necessarily. I think it goes back to the fact that my main motivation for playing games is Discovery. I want to discover new mechanics, new ways to play the game and new content.
Survival mechanics often add a lot of tedium to the game, like needing to grow, cook and eat food and gathering and organising resources. The main enjoyment I get from survival mechanics is automating them away, which Palworld actually does a good job of. I would have liked if Subnautica gave you a recipe to lower the rate at which you needed to drink, or removed the need for drinking entirely.
Sandbox games seem like they would be perfect for Discovery, but I feel they often lack a sense of structure and enough content to keep them interesting. Almost by definition sandbox games don't have narrative (though it's possible to at least include world-building/lore) and narrative is a great way to add both structure and content. However, you can have structure without narrative. Terraria for example gives you a whole bunch of bosses to defeat, each with their own mechanics and defeating them often changes the game in some way. Rimworld and Dwarf Fortress have no narrative but create structure by having a list of needs that need to be taken care of, as well as random events that need to be reacted to. Minecraft on the other hand has very little structure, but it does have a ton of content in the form of different biomes, structures and items to find, which often unlock new mechanics to play with.
For me, Palworld needs more things to discover. Catching different Pals is fun, until you have like 2 dozen different ones and you realize catching more of them isn't really going to change the gameplay. After that, there's no real reason to upgrade your stuff, as all you can do with it is catch more Pals. There also isn't really any reason to explore other biomes, because all you can find there are different Pals that do the same thing as your current Pals, except (maybe) faster. You can defeat bosses, but their mechanics are (almost) the same as regular Pals and defeating them doesn't give you new mechanics to play with.