That depends on the person, i like having different levels even if they aren't designed by hand, i can honestly say i have spent more hours playing Spelunky, Streets Of Rogue, Enter The Gungeon and others than many RPG's or even classic games, precisely because they offer a different experience and challenges all the time.
Then again, a lot of my favorite games aren't procedurally generated so i would be a hypocrite if i said i typically prefer roguelikes and roguelites, heck, i think in the past few months i haven't played one, not even Enter The Gungeon despite getting a big update.
I do enjoy Enter the Gungeon a lot since it's a good game, but I played it often enough now that I can recognize the patterns of the levels. You don't really get "infinite levels". You get a bunch of different layouts that repeat on subsequent playthroughs. Since you play the game a lot, you also must have noticed that most patterns of rooms appear again and again. Procedural generation is often like that: it repeats certain layouts and patterns, but it pretends that it's actually got "infinite levels", which isn't true. You will notice the repeating layouts and patterns at some point, and realize that you're playing through the same levels again and again, just with minor changes to them.
Shame on you for being a broken record, and shame on you, too, for making me sound like a broken record as well, when I come in to bring some perspective against your irrational procgen hate...
Anyway, your statement above is true, usually.
But that's still like 100 times more variation than any game with handmade content, so...
Besides, I consider something like Gungeon to be only midly procedurally generated - all the single blocks of a level are handmade (maybe the stuff lying around on the floor is random, too). STRAFE also falls in this category, btw. So if you think the level design there is bad, blame whoever designed the single blocks, not procgen.
True procedural generation is something like ADOM, Caves Of Qud, Dwarf Fortress or RimWorld. Where (almost) everything really is procedurally generated (in the case of DF even history, those crazed madmen!).
It really depends on what you consider "100 times more variation". Yes, levels are always different but you will still recognize patterns, types, etc, and there will be some inevitable things created by random generation, like dead ends that don't have anything interesting in them, that you can avoid in clever level design. There will at some point be something that reminds you that this level wasn't designed by a human with a creative vision behind it. That's why proc gen levels always start to feel samey to me at some point.
I'd rather play a game with a dozen truly well-made levels built by actual designers, than a game with millions of proc gen levels that all feel like proc gen. In truth, proc gen doesn't really give you more variation than hand made levels. Usually it gives you less variation, actually. If you take something like Thief or Dishonored, you have 10 to 12 hand-made levels of which each one is unique. (And in the case of Thief you have 1000+ fan-made missions, of which at least 20% or so are actually good and also have their unique style and touch.) If you look at dungeon crawlers like KotC, Grimrock, Might and Magic, etc, you have meticulously hand-crafted levels and encounters, and each encounter is designed to be a decent challenge at the level you are expected to meet it at, and there are puzzles to solve in the dungeons. BG2 is beloved for its wizard duels and generally tough and interesting encounters. Morrowind for its unique items you can find tucked away in deep dungeons.
The more procedural things are, the less impact they tend to have. Morrowind's hand-placed loot and BG2's hand-crafted unique items are often cited as some of the best itemization in RPGs ever. Meanwhile, people can't stop complaining about how lame and boring the randomly generated loot in Divinity: Original Sin is. Getting a "unique" item (which isn't truly unique because some of its stats are randomized) feels less impactful than in BG2 or Morrowind because it could drop when you kill a boss... or it could not. Because random chance plays a role in which items are found where, finding a unique item feels more like luck than actual player achievement. In games like MW and BG2 it feels like your own achievement since the unique items are always locked behind specific barriers: a tough encounter, a bunch of traps, a certain quest, creative exploration etc. When items are procedural you think "looks like I had a lucky run" rather than "I managed to track down this unique, yeah!"
As for your claim of levels having more variation, that is only partially true. In a game with hand-crafted level design, where you have 5 level designers each contributing 3 levels, you'd end up with 15 distinct levels, each with its own personality and style. And these levels can be vastly different, both in content and in quality, which leads to such discussions as "which Thief level is your favorite?". In a proc gen game there are no favorite levels because nobody is ever going to see the same level as any other player (unless you can specify the random seed manually, but it's still not the same). In proc gen games, you usually get 3 to 6 different layouts or styles of level. Say, you get the "dryad forest", the "undead crypt", the "demon underworld", the "warlock tower". These are the four types of dungeons you will encounter in the game. Almost all roguelikes do this. Even Dwarf Fortress does this. And while the actual layout of these places will vary, the overall style will stay the same. Dwarf Fortress has these pyramids, which will always have a similar (but not same) layout. Villages in DF also have similar layouts every time. Etc.
Since there will always be styles and patterns that, after some time of playing the game, will become familiar and recognizeable, there is no endless variety of levels. There's only be slightly different versions of the same levels you've gone through a dozen times already. Meanwhile, in a hand-made game every level can be unique and pull a twist on the formula. It can combine assets in unorthodox ways that still manage to work well together. It can put in surprising and challenging encounters, specifically designed to surprise the player. Locations can be filled with lore, writing, and a purpose. There is a lot more variety in hand-designed levels than there is in proc gen.
In my personal experience, no proc gen game I played up to now has given me as much sheer variety of levels as Thief and Dishonored 2 did, or Baldur's Gate 2. Proc gen games mostly deliver fake variety by juggling similar patterns and styles in different ways each time, but the end result feels way more samey than the dungeons in BG2, a Might and Magic game, Wizards and Warriors, Ultima Underworld, etc.