The reason we can't have a lot of innovative things is because,
1. Path of least resistance. This was explained with a dungeon that had multiple paths for multiple rewards and people went in the straight line to the finish.
2. Accessibility. People will complain if story or rewards are locked behind a wall they can't overcome. See Neo ExDeath. Yes it is supposed to be hard, but the fact remained that there was extra story behind it, and people were not happy.

I, personally, would like to see something like Eureka or Diadem, but not grindy or a one shot kill fest. A dungeon zone, but survivable. Give me open world chests, NPCs to find, sights to see and lore to be learned. I unsynced Coils just to see what the hubbub was about and I had that kind of feeling. This massive place with multiple paths, things to see and lore to be learned.

Then I got to Twintania and that was the end of that wonder.