Fundamentally "non-spotlight NPCs just get fewer numbers to track" is just modern RPG design. If the tailor's job is to "make clothes" an "lie about the vampires in the basement" he doesn't really need more than a craft modifier and a deception modifier- if the PCs want to kill him, he's not going to put up a fight. PF1 had the kludge for run of the mill NPCs where, unless the tradesperson was a named NPC, we just referred to some stat block in a NPC codex- implying that most blacksmiths were exactly the same everywhere.
But it's easiest for the GM, in terms of respecting their time, to just limit most NPCs to "write down the numbers which are relevant to their role in the story". All you lose is the illusion that the game mechanics are a perfect simulation of a fantasy world everywhere all at once, but that was never really the case anyway. We see this with thing like the "troop" subtype in PF1.
For meaningful NPCs, we will probably eventually get tool to stat up the Hobgoblin General or the Grand Vizier who is secretly a Urgathoa cultist, etc. as PCs. It's just that their underlings who serve the role of "popcorn" don't require much written down.
Two different issues I think.It sounds to me like PF2 NPC enemy design is fundamentally, mechanically distinct from PC design - much like it is in Starfinder. That's different from "just handwave appropriate numbers". The numbers you want are different from PC numbers. (I could be wrong about this, not knowing how the NPC generation rules work yet.)
That did remind me of a bunch of minor Cthulhu NPC villains whose stats were limited to "HP 14 Shotgun(40%)"
What else do you need?