A specific systematization of the Skills (Design Pattern), use-based skill systems are a family of mechanics wherein skill progression is tied to practice and repetition over time. This type of system was first popularized by The Elder Scrolls IV: Oblivion.
The main attraction of a use-based system is that it leads to a freeform approach to progression, where a character’s development is determined by what they choose to use on a regular basis rather than arbitrary point investment.
The issue with most use-based systems isn’t actually repetition, however - it is the lack of a meaningful and engaging challenge. This is an example of The Goldilocks Rule in action. If you want a system or mechanic to be enjoyable for a player, it is important to Make it Satisfying.
However, if a system is made repetitive but not engaging, players will still eventually force themselves to engage with the unenjoyable mechanic upon seeing other players getting better results than them. This will result in players reporting a grind-heavy and unpleasant experience.
It is important to remember that skills, as well as other kinds of traits, are meant to be enablers rather than the point of play. They should be designed as verbs to overcoming obstacles to reach a goal, not designs as goals in and of themselves.