There are interesting and strangely addicting games that deal with growth, especially exponential growth, for example Universal Paperclips. You start by creating one paperclip manually and end up with converting the whole universe into paperclips a few game hours later (my best time was 2.5 hours, if I remember correctly). It's all about exponential growth and finding the ever moving sweet spots in the production pipeline.
What this principle has in common with Factorio is this "the factory must grow". The larger, the better. Quality of items helps with this. Essentially, you're creating the same items the whole game, but on a higher level. More of them. That's strangely interesting and addicting. Why do you need different tiers of items? Why do you need a megabase? To get a feeling of advancement. Establishing quality and the growth connected with it is no different. What's different with it, is that it's a new challenge to handle, not just the 4th, 5th, 6th tier of the same thing. And that's a real good concept, because by adding new, yet unseen challenges, it increases the depth and scope of the game and not just prolong it by making it repetitious and tedious.
If you're not interested in this part of Factorio, ignore quality. It's not made for you.
Similar to all the military stuff and weapons not being made for me, because I can't stand being attacked and my factories destroyed, so I'm just switching off enemies at map creation. It's just a part of the game I'm not interested in.