This is a weird time to go on a ramble about this but I think a thing that the over marketing focus on "procgen = roguelike" has obscured to the average person is that something can be procedurally generated and also completely hand-authored at the same time. They're not contradictory concepts!
If I set up a load of math and curves that makes it so that a character shifts their weight relative to where their feet landed when the player stops moving, that "animation" is completely procedural - it'll be different as many times as there are subframes of the running animation that you can stop on. But it's also playing the same "animation" (composed of math) every single time, one I specifically created and fine-tuned
This is procgen; in fact one of the most common uses of procgen. Games you think of as being non-procgen have this kind of stuff in them all the time! The truth is that beyond the buzzwords "procgen" is just a term for shit you get the computer to do dynamically at runtime and that can be almost anything.
I feel like this is an important thing to get across because I really don't want there to be some sort of rhetorical dichotomy between "handcrafted" games and "not". That distinction doesn't exist, in the same way we don't distinguish between games that use XML to store data and games that use JSON, or something. It's just a tool in the toolbox, it doesn't have to define the game - and indeed most times it doesn't!