They're generally super low-budget / samey, and there are just sooooo many mediocre-bad ones that do absolutely nothing to stand out.
They generally iterate extremely poorly too, with most devs seemingly okay with releasing the exact same game again if the first does well (recent example being Dungeon Travelers 2-2, where I noped out after ~12 hours, when it became apparent that it was going to be the 80 hour first game all over).
I think the main two paths forward for the genre are...
1. Change nothing, but do it far better than anyone else i.e. the EO model (and to give them credit, they are sloooooowly adding to that series with better 3D models, actual stories, and addictive meta-games (restaurants, etc)).
2. Tell a good story i.e. the Coven and Labyrinth of Refrain path. This un-localised NIS Vita game may be the only DRPG I've ever played (roughly two dozen of them) with a story that isn't serviceable at best. Game was a blast just because I cared about what everyone was saying (compared to something like Dungeon Travelers 2, which is mechanically strong, but extremely long-winded and annoying).
There's also a third path, but I don't think it actually works:
3. Better production values, or, what Persona Q did. Game looked and sounded ace. It was otherwise just okay, but it was real nice playing a DRPG that didn't feel so aggressively budget.