For a fairly different perspective, I'm considering embracing grinding in DDA, but also removing the boredom.
As a survival game, DDA is to a large extent driven by its food/water/fatigue clocks, and quite a lot of progression is gated by item acquisition.
The current skill advancement system is a throttled usage-based system, where performing actions that use a particular skill practices them, accumulating progress toward the next skill level, and decreasing focus. Focus is a stat influenced by your morale, which is improved by things like eating good food and reading entertaining books. If you get depressed at your condition, you can't focus on learning things. It works fairly well, if you want things to progress organically it works fairly well, but it is subject to grinding, to the point that literally the best way to learn to drive is to get drunk and high and do doughnuts in a field. The driving skill is a fairly bad example, because it's so single-purpose, and it hasn't been worked on as extensively as most skills.
I'm considering expanding this system by adding intentional "practice" actions, that consume time and possibly various components in return for advancing related skills. So instead of setting up an archery target and manually shooting it and retrieving your arrows a hundred times, that's wrapped in a single activity that expends some amount of arrows (for breakage) and (in game) time, reducing player tedium. The goal is to have the resources necessary to invest the practice time, much like buying training in some RPGs.
There's still a role of using your skills "in anger" though. Practice increases your ability to perform skill tasks proficiently, but it might fail at providing *insight* about skill use. Actually going out and fighting real enemies periodically unlocks inspirations about new techniques to use, new practice actions to perform, etc. so it sets up a cycle where you expend time and energy improving proficiency (possibly hitting a cap of the practice action), alternating with actually going out and using the skill, which will set the stage for further learning. Also the game tends to strongly encourage alternating jaunts into danger and down time to recuperate already.