I'd argue linear vs. nonlinear is merely a choice, one not over the other, and there are strengths and weaknesses to both. But the game needs to be built with that in mind.

From the issues people have with exploration, after removing things that can be chalked up to simple preference, I have seen some criticisms about how the game seems more open than it actually is. Which is an interesting one that I've really only heard about these issues in more modern games.

Perhaps, although linear and nonlinear are both valid choices, presenting as nonlinear is more profitable for a game. I dunno though, just spitballing really.