I had the same reaction as you, and then was flummoxed by the inherently combat intensive dungeons. It feels like it should be a system that rewards finding ways around combat, through negotiation or cleverness, with combat being a brutal but exciting final option. But the adventures don’t necessarily seem to be set up that way on a quick read-through.
It got me thinking that maybe I need to find some old school adventures, where people at least claim that providing ways of bypassing combat was standard (I was too young back in the day…we’d just try to kill everything, and die…heh).