They should, yes. Unfortunately, people keep asking for more "open" game worlds, even for games where a more open world would be detrimental to the main point (eg: Dynasty Warriors' fast-paced 1 vs. 1000 gameplay was slowed down significantly by the introduction of open world, and its Empires spin-off also suffered because of that despite trying to shift back). So we're kinda stuck with it until people decide they truly don't want open world games anymore.
I never wanted open-world Legend of Zelda - just look at how
that turned out; really bad "dungeons" with none of the stellar design and fun exploration found in previous games, very little direction given, no idea where the countless Shrines or sidequests could be located due to a dearth of dev-placed map markers, no idea where to view the flashbacks to Princess Zelda (and they can be viewed
out of order, too, making them worse), world traversal took
forever thanks to the sheer size of Hyrule in addition to the stupid limited stamina...
There's a reason I've only played BotW and TotK once each, when I've gone back to OoT3D, MM3D, TWWHD, TPHD, Link's Awakening, and ALBW multiple times each - those games are more 'closed off' in design and are more solidly built for it. They respect the player's time and have solid stories. The Wind Waker is semi-open thanks to the Great Sea, but story progression is linear and each island has its own unique shape and there's only a 7x7 grid, so it bypasses the worst aspects of open-world; ALBW allows you the freedom to tackle most dungeons in any order, and puts most traditional dungeon-items in Ravio's shop, but Hyrule and Lorule are still contained spaces that don't take long to traverse and dungeons still have additional goodies within (like Master Ore, or the Tunic upgrades), so they don't feel as woefully empty as the Divine Beasts or Temples in BotW/TotK.
Open-world is stupid. I've only really enjoyed ONE open-world game - Ghost of Tsushima, thanks to having map markers (providing direction) and splitting the island into thirds for each act. ONE game. What a great ratio, compared to older 'closed-world' games.
Going back to Pokémon, game design was sooo much better on the DS and earlier consoles; tighter design, didn't chop out Pokémon or moves, didn't restrict player experience through removing Options options (such as removing Set, for those who like that) or similar. Sure, the games were linear, but that's NOT a synonym for "bad" or "boring"! Not in the slightest!