There is lore in the background, and then there is lore in the background of the background, written in purple prose, fed through a grinder and shot into tiny item box descriptions and one-sided conversations between my dude and wilfully obtuse, half-crazed NPCs. Also it doesn't help that characters, places and events are all referred to by incredibly broad epithets, that the enduring ambiguity of anything strips everything of inherent value, and that there rarely is a direct relation between what you're told to do (if you're so lucky), what you actually do, and the results of what you do.
I read Moby Dick recently without prompt and for no reason, and I don't want that to become my "I invented the piano key necktie" card but believe me when I say I have infinite patience for long, rambling, reflective, inscrutable stories.
But at the end of the day, games like these, you're just an anonymous chosen one that has to pick every item, unlock every door, kill every thing and then select an ending cutscene. Anything that seeps through those cracks is there to condiment the experience and elevate it from something mundane to generically chivalrous. At least that's the case with most RPGs, and definitely every From Software and Soulslike. They're mood pieces. What I don't get immediately from the act of playing alone doesn't really matter.