I mean if your cutscenes are going to be more than 10 minutes long, then yes I don't see why you can't add a bit of interactivity to them. It doesn't have to be QTE, either. Just simple button presses to advance the events, or a way for the player to change camera angles at certain points in real-time during the cutscene (that could even be used for narrative purposes if done creatively).
You don't need active main gameplay-type interactivity during a cutscene but something to remind the player they've got a controller in their hand, should be welcomed. Even with passive moments, the innate interactivity of gaming can be creatively applied here and there.
That said, this has no bearing on my interest towards OD or Physint, or Death Stranding 2. Kojima can tell stories like nobody else so I think he can get away with somewhat long cutscenes in his games because the meat-and-potatoes gameplay is still very involved, plus again, his stories are just so interesting. But that isn't the case with many other devs who try doing the same thing, and their games suffer for it.