These puzzles are only quick and cheap pace and loop changers because you can't have 30h of let's say combat alone.
That's why you have dialogues, cutscenes, exploration, traversal, puzzles etc.
Depending on the focus of the game each of these are either strong or weak. Seeing that OP's examples are heavily focused on story, character narrative interaction and combat, it lacks in other departments.
It's also a design philosophy whether you have reduced gameplay loops or try to be a jack of all trades and only expel in few of the offered systems. AAA games tend to the latter because mainstream target audience seem to like it ("coool you can craft, you have characters, combat, puzzles, action, story, side quests, graphics, challenges!"... it can't be enough for them) and shareholders calculating the risk and reward seem to agree and that's what you get.
Why they didn't give an option, I don't know. They should be. A Plague Tale has an option for the duration that needs to pass before getting hints. They also can be disabled entirely.
Personally, I play a lot of click and point adventures and other puzzle games so I don't need them in games like GoW or HZ. In fact, I could go without them entirely, so if I'm getting the hints right away I don't mind because I don't put myself into that mindset of "ok, now I need to solve this, and on my own!".
Usually. This can vary though and options are good.