Nothing wrong with open-world games.
The problem is the type of open word games we have.
Developers need to start treating the open word as a gameplay mechanic... and not just as filler.
A simple example, You get a quest, be it a main quest or side quest, the current formula is pretty much, quest given > magic marker appears on your map > you just point your stick in the direction of said waypoint and watch your distance tracker reduce. Everything between you and that waypoint just instantly becomes a nuisance. One that you are sometimes in a mood to indulge, and sometimes not.
All devs have to do to remedy this, is simple. Quest is given > quest giver gives you directions, something along the lines of, `go south till you reach the Nile river, then head west towards the Old Kings bridge, the ruins is south of the bridge. There is rumored to be a hidden entrance to a cave in the ruins.`, or some give directions and draw you some sort of landmark to look out for.
That little change completely changes the experience. Now a simple fetch quest takes on a whole new meaning. Because no one tells you that there is a 200ft cliff west of the river that you have to climb down, or about the monsters at the base of the cliff, or that west of the river puts you through some dark scary forest...etc. You just explore.
Or how things like items are managed. If the only place you can buy/repair weapons and armor, outside whatever you find during your travels (which will usually be in a lower state than your own equipment) are in towns, then it makes preparing to leave a town on a quest a the more important.
The issue with open-world games today is that there is so much hand-holding that the core experience becomes a mindes boring chore. Eg. If you need to find some golden feathers, if they did it as I suggested, then you would only need to be asked to find 3 instead of just going to 30 markers on your map. Because each one of those 3 has you actually paying the game more than just pointing up on a stick.