...open world aspect feels like unneccessary bloat a lot of the time and just makes getting from place to place without menu teleporting a bore. Not to mention levels feel more intricately designed in linear games....
a lot of the time? always! Spiderman was possibly the first open world game where I did not mind going from A to B too much, but after this first novelty impression it might also wear off, and I used quick travel a lot too.
I understand why people play (and prefer) open world games, they deliver more bang for the buck, after years of people whining about too short games and tacked on MP modes, they solved those criticisms, but at what cost? I'd rather have a fine 10h handcrafted experience (and filler crap put in Coop and MP missions) than some 50+h bloatware where 40h is just repetitive filler nonsense stretching the mostly anyway thin main story even more, deforming it to some forgetable incoherent sidemission-like no urgency task.
Mafia is imho still the only game where the open world did not hurt the main mission, since there were no side missions and the world was just decoration, but that was of course no sandbox open world game at all.
The second you offer choice any proper story seems to implode in those games. People can mock all Quantic Dream games for various reasons, but at least choice is actually affecting the outcome there (in some of their games more, in some less), properly changing the fate of the playable figures and not just sidemission after sidemission with results that have no real consequence to the main plot whatsoever beside upgrade points and extra money or some other distracting gamey stuff.
If you don't want good stories in your games, open world is certainly no problem, but if you actually want interactive stories to rival movies and books, enhanced with that player choice element, which is exclusive to this medium, open world is for now a variable that does not help one bit, rather pulls any decent story down to low quality fan fiction shovelware.
Sadly more and more Indies jump on this design philosophies too. Just cram your game with stuff and people flock to it. urgh.
Procedural and even more AI developed stuff might actually save us from this since computers might be able to develop levels that feel handcrafted and allow to adjust size and de-/activate missions according to anyone's preferences. A task human devs fail at splendidly.