I don't think BioWare's open world experiment has failed as much as they ever even made the attempt in the first fucking place. I've put hundreds of hours into Inquisition and Andromeda but the basic game design between these are almost exactly the same as DA:O Awakening and ME1 respectively with one key difference- the zones are larger.
Lets look at other open world games like Watch_Dogs 1/2, Division, Witcher 3, Fallout 3/ NV/ 4, TES, GTA5. The design of Inquisition and Andromeda are closer to that of DA Awakening, and ME1 than any of those games. Those games have one singular large world with roaming NPCs, dynamic day/night cycles, weather, etc. All things the entire DA and ME series lack including Andromeda and Inquisition. These two basically take the zone-based design of their predecessors and just make the zones larger which combined with quests that ask you to hop between zones to fuck up the moment to moment experience of the story and writing.
ME1-3 and DA:O/ Awakening had a tighter narrative specifically because the zones were both smaller and focused on their own internal narrative which in turn was tied to the main story thread of the game. By scaling up significantly the zone sizes in Inquisition and Andromeda they made it more difficult if not outright impossible to actually experience what's IMO a great story when consuming/experiencing it on a moment-to-moment way. It feels like they're trying to make their own open worlds by simply taking the zone-based designs of DA:O/Awakening and make the zones larger which IMO isn't open world, it's the same inherent game design. Hakkon and Crestwood are the two main instances that I can think of that was a really well-done large zone. The Frostback Basin had no quests (IIRC) that took place outside the Basin itself and they were all written to be directly relevant to the main plot and setting of the region.