The exposition in these kinds of works is terrible. He is by himself with knowledge he already has but is giving a soft 4th wall break to explain to us the readers what he already knows and out loud as well. If you have to write it like that you are making things too complicated.
Now this is an in general for this genre but applies to this title as well. It feels like the people that write this really wanted to work on developing video game RPGs but got turned away by developers. When that happened they figured they would try their hand as writing LN/WN or manga/wha/uha. What we end up with are unnecessarily complicated skill systems and pages of blue wall status screens every time the MCs picks up an item or learn a new skill. It would be better if they posted that and any technical stuff at the beginning or end of a chapter and let the chapter itself be story not the game mechanics.
"worse?", if you play rpg with loot being the main coal, you end up loving to read some item descriptions or to finally find the full bis of your character. But I think this one focus on the item craze of chinese/korean rpg, where you can get op items on start with luck or imense grind (or $$) at lower levels, if I can recal right (even from promos) they focus so much in item description that it translates to manga/manhwa (and risk it to flop if they dont do those descriptions).
In the other hand, japonese rpg is a text fest or nothing early but you end up changing gear really fast too, while games from west like diablo/poe/etc you can get some cool uniques at mid game but only end game scaled gear is what matters.