Crafting - Just give me good items in treasure chests. I don't want a bunch of junk that I can eventually craft into something good.
Holding down a button to do something - Why? Just why? Where did it start and once again, why?
Long intros - At the beginning of the game is NOT when to deliver a bunch of exposition. At the beginning of the game I care nothing about the characters or the story. Let me play a while to get used to the characters and story before dropping all this shit on me.
Forced tutorials - Stopping every few steps to explain some mechanic that I won't remember because I am being overloaded with information is bad design.
Side quests - Not even gonna try to separate the good from the bad because most of them remain bad. I think developers have had plenty of time to get it right but they still give us fetch quests and other fun-sucking quests. At this point, I just don't want to do any side quests.
Anti-Grinding mechanics - I am playing an RPG to become a powerful badass, let me grind. Grinding is a difficulty slider that you don't have to use but so many devs want to restrict grinding. They want to control how you play. They want to dictate how powerful you can be at any point in the game. I think it's lazy on their part. Lazy as in: 'We don't want to plan for the character being any stronger than what we have set'.
There are other things that exist in games that I just don't interact with so they don't annoy me as much. Things like microtransactions, DLC, Digital Deluxe editions, etc... I would like to point out, once again that $70 is now the price for the BASE game, not the full game (and this is on Day 1) and almost every game has a Digital Deluxe edition these days. What we used to call on disc DLC is now standard and in your face.