This isn't true. Naturally, you may mean "they don't impact the world
enough", but I can only go with what you actually write.
Issues have preconditions, issue effects and resolution (success/failure/cancel) consequences. They are resolved over time, by AI lords or through the player taking quests. Preconditions typically look at if suitable characters are in the location and if the world and more specifically the location are in a suitable state for an issue to occur. If the preconditions are met, there is a chance for an issue to occur. Issue effects are continuous, negative effects that apply for as long as the issue is active and affect the location and/or character that has the issue. Resolution consequences can affect the player (if they are involved through a quest) as well as the location and/or character that has the issue. They are applied when the issue is resolved - but keep in mind that the resolution also cancels the issue effects.
Let's take the "need grain seed" issue quest, which you seem to refer to, as an example. From what I can tell...
Preconditions:
- There is a Headman Notable (so it won't occur in a town)
- The settlement produces grain.
- The nearby town market has less than 50 grain.
- The Grain price in the IssueGiverSettlement > average price of requested item in the world * 1.3.
Issue Effects:
- -0,2 / day to bound center prosperity.
- -0.5 / day to bound center loyalty
Issue Resolution:
Let's just look at a quest success and ignore the different player facing effects for companion vs. player quest solutions.
- Issue is resolved (aka issue effects are no longer applied)
- +10 Quest giver power
- +2 relation with questgiver
- +1 relation with all other notables of the village
- +50 Town prosperity