Well, after reading through a lot of the comments here and following the flow of analysis I'm so intrigued by this topic that I'm making my first comment ever on VS! XD
I think the psychology of interruptions/randomness is SIMILAR in vein of 'satisfaction' or 'challenge' to the effect waiting/prolonged gratification has on the brain. However, interruptions are uniquely distinct because it has a stronger and more immediate, concentrated negative reaction to something immediately interrupting you (i.e. you're looking at your map and a bowtorn strikes from the darkness). One key here in satisfaction from interruption is how you react to the interruption. You have two choices: Attack (aggression/bravery, high risk) or Flee (fear/desperation, high to medium risk depending on environmental context). A player can experience immense satisfaction by successfully achieving one of those two reactions and therefore the interruption, while annoying and/or stressful, can be overall enjoyable once the interruption and its consequences ends.
But this isn't always true with every interruption. How often these interruptions happen, which is random with VS, has an effect on negative enjoyment. Since it's random, it's not easy to draw quick speculation on enjoyment consistency over time. It can also depend on what the goal is from the concentration.
How important is the resource you're hunting for?
How time-consuming is the goal you're trying to achieve, and how long have you already been doing it?
Environmentally, are you robbed of the ability to perform one or both of the two options?
Are you stuck in a hole, on a cliff, or are you in an open field?
These things, and much more, impact enjoyment felt from interruptions and responses to those interruptions. Especially over time.
Interruptions are largely a negative experience (which can actually create enjoyment despite being negative) unless you enjoy the drama/risk of the reaction(s) to the interruption. This enjoyment, as I mentioned before, varies by environment/situation/goal/time investment. It also depends on the player's personality/mental traits.
Interruptions are generally things that, even if you do not particularly enjoy the drama/risk/success/failure of dealing with the interruption, you enjoy and appreciate in hindsight rather than in the present when you're overcoming/failing them. You complete your goals, multiple goals, and observe the successes you've created through trial, struggle, and time grinds. Interruptions are immensely satisfying as pieces of inconvenience, danger, and excitement within a larger story that you look back on later. That is part of the allure of surviving many years in VS. That satisfaction of looking back is greater than the anger/inconvenience of interruptions throughout the journey.
Vintage Story is largely random in its interruptions. Monsters and unseen holes are unscripted, untailored interruptions a player encounters at random intervals. It won't always 'hit right' in satisfaction - more often than not, actually, it will lean towards a negative experience or a failure to overcome a sudden obstacle rather than succeeding. The RANDOMNESS of it in VS makes it difficult to really land on a solid answer since the scale and consistency of interruptions varies so much between players, maps, goals, and conditions. So it's something you love over time, I think. It's part of that prolonged gratification process for the brain. VS is a big time investment game - veeeery few things come quickly, everything is a prolonged battle, a hunt, or an unplanned obstacle until you finally reach larger milestones you set for yourself. Players that enjoy VS typically have personal traits that really enjoy the waiting game and time grind over a timespan of real-life days or weeks in order to achieve things that, in other games, are practically handed to you within the first hour. The random interruptions are part of the story, messy in nature and often more negative than positive, but its part of the story of experience rather than a procedural system of tailored success for the player.