Nah, the tower revealing all of that removes the mystery before you get to it. lay of the land is cool and I've appreciated having a map to be filled in throughout Zelda, but you climb up a Ubi tower, even filtered out, that's all done. "Ugh, fetch quest. Skip". Whereas I stumble on it in Zelda from a random conversation from someone in the middle of the forest. "You want 10 of those things?! SURE!". It's why, in spite of all their problems, I will take a Bethesda game over a Ubi open game every time. The things you stumble on are fantastic and so much better than revealing a checklist and having glowy things on the road to indicate that a mission will be there.
"Stumbling on" feels good in and out of itself (that probably changes from game to game), but a bad quest is a bad quest.
"Collect 10 flowers" is usually bad because the systems that go into it either aren't fun (traversal in most games simply isn't interesting) or don't elevate in any way what you're already doing on normal play (you're usually collecting flowers by virtue of going around already).
Climbing a mountain just to have an old hermit ask me to go fetch 10 flowers, ain't going to make that any different.
At the end of the day, towers have become an element of convenience and accessibility, usually optional, to map out activities that are designed in a modular and methodical fashion in the first place.
I get not wanting it spoiled, but the way most open worlds are designed, they're basically minigolf courses of repeated activities anyway, so the joy of exploration is really minimal either way, the thrill of exploration is only present with the implied promise of surprise.
Wandering the map with the realization that the only thing you'll find in the same 4-5 activities the tower would've told you, isn't all that interesting, just prolonging the inevitable.
Also Bethesda games work somewhat differently because contrary to something like Watch Dogs or GTA, they're full on RPGs (even though they implement, and are based around, the stupid ass compass, which really defeats the very purpose you're talking about, at least since Oblivion onward).
This is the reason why i say that open world is a mechanic, not a genre.
Moreover, and here the crux of the argument, there's really many ways you can implement towers in your game (like any other mechanic!), and a bit like when people frowned upon regenerating health or auto-save, a couple of years back, there are good and bad examples of it... like any other mechanic.
Make the tower a bit of a challenge to climb, make them few and far between (5 or 6 for the average Skyrim-sized world) and have them reveal just some basic information (main safe hubs, maybe critical path quest.
For good measure, make it so it's an active search, like in Mad Max, so it feels actually organic.
Then have them be optional, so you don't have to do it.
Do this and it'll give a bit of direction and accessibility for people intimidated by open worlds, while maintaining a plausible feel to it.
And while we're talking about "feels", in Assassin's Creed 2 towers actually gave you a cathartic sense, when you just unlocked/got to a new area, again, giving some structure to what could otherwise feel too loose for a lot of people.
Personally i don't mind the "dropped into the world, now go do whatever" approach myself, infact, it's my favorite way of tackling open world, but this is not true for everyone, and some structure is needed for some.