Immsims are essentially this...
Most games want the player to start at A and get into B.
The player can choose the green circle (stealth), or the red square (conversation), or the yellow triangle (violence)...but at the end of every objective, it doesn't matter because you're there to trigger the dialogue/cutscene. Once you do, your set in a safe place with full health and you're supposed to run to the next childrens shape box and do it all over again.
If we have to steal a letter inside a mansion it's not interesting to weigh your options. You're incentivized to go with the first opening you see because there are no long term ramifications.
It would be far more interesting to break into a mansion in real life because you're strategy matters deeply. You don't want to get caught or get hurt, breaking into a mansion because obviously there are consequences IRL.
I love the concept of the immsim but it's missing a vital ingredient for it to take off.