You're making a whole lot of presumptions about what I think. I enjoyed the OG for what it was back in the day, though I'm not sure how well it holds up. The remakes add little of value or significance and fail to expand on the original themes, world or mechanics in any meaningful way. If anything, they tread far too close to the source material without really attempting to define themselves as anything more than prettier, bigger, more convoluted versions of the original.
The whole world of Rebirth feels entirely artificial, every successive zone just a themed version of the first zone you encounter with the same mix of Guardian Sanctuaries, Mog Houses, Remnawave Towers, Chocobo Stops, Lifespring Survey Crystals, stealth sections, Treasure Hunts... the list goes on. And there's so little variety, it's the same assets reused across an entire world - as though a bus stop in Chicago looks just like one in Austin, that looks just like one in Berlin or Madrid. Like an amusement park, there's a little themed version of every minigame in every part of the park, with the principle objective being to remind you of something else you love (as Disney World does with its rides and mascots) - not expand or explore them further, but simply to merchandise brand iconography and repurpose it for a new product.
The result is a game that is far larger, but feels oddly smaller in scale. The giant world map now feels like an archipelago of closely connected islands that share the same local infrastructure; the vast rolling plains like a country park crossed with a scrap heap. The reduced sense of scale, in turn, robs the story of it's globe-trotting gravitas.
I never enjoyed the combat, but I know that people are split on that. The exploration though? There's so little to discover in the world apart from the grand set pieces (that serve as the rollercoasters of the amusement park) and the reiterations and restatements of what came before. An area that lasted three-or-four screens in the OG now goes on for hours without justifying all the extra runtime. Dialogue and story is similarly padded out, but little of consequence happens until the final act. You'll hit all the same locations in the same order and come out with much the same results.
What's more, all of this exists as an aside to the story - all these minigames and sidequests are just busywork that you can take or leave at your leisure. Imagine the development time had instead been sunk into building a whole new narrative side to the world, where factions like Avalanche, Wutai and the Junon Republic can be discovered and by siding with one or another you could affect the outcome of the story. Each could have had unique weapons, materia and vehicles to unlock that allow for different experiences on repeat playthroughs. Each could have had internal subplots that add actual history and backstory to these elements that never really got due consideration in the OG. Imagine an open world with massive barren expanses that emphasise the environmental destruction wrought by Shinra. Imagine the sense of scale and adventure you could communicate with that, the more pensive and mature atmosphere that makes your rag tag band of eco-warriors feel like they have an almost insurmountable task ahead of them. And these are just a few ideas from a no-nothing forum poster, what they could have actually achieved would be way more compelling.