Most indies pay close attention to the level design, even if leaning on procedural generation to get part of the way there. I am part of a 2-person team building an indie racing/puzzle game. I am the "tools" guy and my teammate is the "level design" guy, and I provide the building blocks and the generative machinery, and he massages them into an intentional and balanced experience.
Procedural level generation is only viable in production for games if a professional level designer can step in and tweak it.
Don't know if I agree with most (after all there were 7600 games released on steam in 2017), but I'd say the ones that are successful do pay close attention.
As a core game concept, it isn't common. We came upon it because we want our portfolio to be games that involve a cross-section of skills and play styles (strategic, on-the-fly planning, twitchy controls)[0]
You can think of speedrunning a puzzle game as a racing/puzzle game though :)
Trackmania has both dev and user created tracks which offer a puzzle type experience (in terms of determining how to get through the checkpoints). The most complex of these are ‘RPG’ tracks which are long, sometimes technically difficult, and often themed.
Procedural level generation is only viable in production for games if a professional level designer can step in and tweak it.