Keep in mind when we talk about "most commonly", there will always be those who fall outside of that.
Myself for example. I don't need progression systems to put a hundred+ hours into a PVE game as long as the combat is fun. I'm not typical in that regard.
Thing is, if making a shooter game, would you normally put a mechanics that required the player to spend a bunch of time not shooting, scrolling through menu's, crunching numbers, or having to change the nature of their loadout (read: playstyle) because of resource availability? usually that stuff is held back to the supplemental layer, where it acts as an appreciated pallet cleanser and aspect of depth. It is not usually up in the forefront where it creates a lot of mental energy devoted to it. That is because most of the time that will turn tons of shooter players off.
Edit:
Another thing for the avergae a shooter player, they may not be attached to their gear like the average mmo player. But that doesn't mean they want to spend a bunch of time tooling around with the crafter or market menu just to gear up.
Myself for example. I don't need progression systems to put a hundred+ hours into a PVE game as long as the combat is fun. I'm not typical in that regard.
To me that's not the way i see it. I was not an MMORPG player. The reason i didn't care about decay was because i didn't care. My stats were not important to me other than my cooldowns. The way i see it it was that the MMO players cared that they lost their gear. I didn't care because i fell more in the shooter camp.
Edit:
Another thing for the avergae a shooter player, they may not be attached to their gear like the average mmo player. But that doesn't mean they want to spend a bunch of time tooling around with the crafter or market menu just to gear up.