I've always agreed with Shawn's opinion on interactivity in general. But even the way HL2 does it, is just a cut-scene without a new camera angle and some useless interactivity. Of course there is very little of interest to do while some schmo is talking up a storm, so it's basically the same, only you can't skip HL2's "cut-scenes".
I think games should strive for more a more subtle approach, since most games these days have horribly overacted voices, exaggerated movements (for cut-scenes, I understand some games use exaggerated movements to alert the player of incoming attacks and such...) and they hammer plot-points all up in my face. MGS4 is could definitely use some understatements.
A game like Killer7, which admittedly is pretty fucking convoluted story-wise, had very much subtle stuff in it. For instance when your operator would call you to inform you that you had a new mission, he pretended to be a rep. for a political party asking for your vote, but through his voice you could hear that he had said that shit tons of times before and it didn't need any explanation outside the of that, and the fact that it was repeated before each mission. I'm not saying more games should be as fucked up as Killer7 was, but they could do well to learn from some of the aspect of it. Shadow of the Colossus also had a superb foreshadowing going on.
One shouldn't expect everyone to be progressive at once, but I do hope soon more games will take a cue. Especially given the acclaim SotC got, and hopefully team ICO's new game will get.