This is sort of a two-part subject in my view, so I'll break down my thoughts into those two sections:
1. Modern (or non-Fantasy) Settings in TTRPGS
There are a bunch of RPGs set in more mundane environments, though I suppose it depends on how you define the word "mundane". Since D&D has a bunch of flying magic lizards who breathe elemental attacks in it, I'm going to stretch my interpretation to include the world's second-most popular TTRPG: Call of Cthulhu. The roles in that game can be as mundane as a mob tough or a scholar, but the rules establish a framework around which the Game Master can make those people sound dramatic and exciting. This is really the key to any RPG, regardless of setting: empowering player characters to be the major drivers of a story. On the old annual Beastcast episodes, Austin ran games about smuggling cocaine through an airport and a haphazard New Year's Eve heist. Those aren't exactly "destroy the ring of power" stories, but they had major stakes thanks to the world and characters.
For even more modern settings, the McElroys ran a campaign in Monster of the Week, which is a Powered by the Apocalypse game system paying homage to Buffy the Vampire Slayer. While it wasn't my thing, it was interesting to see how a lot of non-D20 systems have developed to allow this sort of niche interest to become a pen-and-paper game. I personally love the Forged in the Dark system, which includes a steampunk gang setting (Blades in the Dark) and a Star Wars / Firefly / Cowboy Bebop setting (Scum & Villainy). After years of cajoling, I actually started running a campaign with my family in the latter game. Unlike the D20 system, it tends to focus on major story beats (with major consequences for failure). If it were broken down into D20 rolls with massive hit point pools and spell slots, it wouldn't be different enough from D&D for me to care, in all likelihood. But the point here is that there's potential in any given setting, it just depends on the players and the GM. A poorly-run game of D&D is going to pale in comparison to a well-run and interesting game of Office Meeting Simulator; it's mostly about spending time with good company.
2. The Enduring Popularity of D&D
I'm pretty torn on this one. On the one hand, I've been playing D&D since 2nd edition / AD&D, and seeing it finally get its time in the sun decades later has been thrilling. It's never been easier to find an interested group of people, and more diversity in the player base leads to a lot more fun in the game itself. Also, WotC did a really good job with 5th edition, which is now my favorite in the long history of the game. But I think more than the quality of the game itself has been its place in pop culture in the last decade-ish, and then plain-old brand recognition. On the former point, the podcast era has been an enormous boon for the game. From Penny Arcade's Acquisitions Incorporated to Critical Role to The Adventure Zone, there are some immensely popular pieces of media out there in a much more digestible format than previously existed. Being featured on Stranger Things helped a ton too; I know people that didn't care at all about D&D until it was shown there.
On the latter point (brand recognition), D&D carried a ton of infamy for decades as the subject of moral panic. Generations later, all those people failed to usher in the coming of the Dark Lord. But it's been a name known in pop culture for a long, long time now, and no other RPG system can make that claim to fame. You could probably ask a random person on the street if they know more about Dungeons & Dragons or Final Fantasy, and I would bet D&D is the answer the vast majority of the time. Couple that with the Lord of the Rings fascination of the 00's (thanks to craving epic quests with moral certainty) and the Game of Thrones cultural phenomenon, there's an absolute glut of beloved media characters that can be imitated in a certain kind of RPG. D&D happens to be the most recognizable out of the tons and tons of options.
I said I was torn above, and the reason is mostly because I like D&D, but I'm ready for other things. It's the same evolution that happened with video games for me. I used to be content with 2-3 new games per year and then just replay classics, but now I just want to keep trying new stuff. I'm just not always in the mood to spend an hour in combat with a band of sahuagin, or to make a bunch of dice rolls to sneak through a camp. There's other stories to be told, and now that people have gotten a taste of the TTRPG world, it's a bit of a bummer when they want to stay pigeonholed in D&D. It feels like wanting more sci-fi epics but not being into Star Wars anymore. The time and attention seems to go into making new Star Wars properties, and I just don't really care about any of them.
Anyway
Hope this rambling response to your post is at least somewhat interesting. I have thought about this subject before, and I'm glad to see anything TTRPG-related come up in these forums.
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