Personally it just bums me out a bit when people act like a non-linear story is the "correct" way to tell a story in a game. Most of my favorite games have movie-like linear stories, I don't want those to go away because some people think they aren't properly utilizing player agency or whatever.
Well, I hear what you're saying.
First, let's accept that there's a place for storytelling in games that is essentially a movie with some added interactivity-- certainly I wouldn't want those to go away, I just don't want them to be the majority of the games available to me.
That said, think of it like this: Once you have a plot for your game, what's the next step? Do you stop there, and design a game that routes players from points A to B to C? Or do you build a world around the plot, with places to explore, things to do, and other characters to meet at your leisure? The latter is where games can shine-- they allow you to inhabit a story to a degree that's harder with books and impossible with movies.
If every game were like that, we'd be missing out on the shorter, more directed experiences like Uncharted. Even within that form, there's opportunity to make innovative use of the medium-- Brothers: A Tale of Two Sons being one of my favorite examples in recent years. So, speaking for myself, I certainly don't want those experiences to go away. I just feel that comparing games to movies in a storytelling context is unimaginative and sells the medium of games short.