I wasn't doing it.
This wasn't meant as a "we" that included everyone.
Only the people with good taste who pointed the issue, of which you clearly are no part of.
Imagine being so blind and full yourself that you think you have better taste than other people....
While you complain that a OPEN world game is, well..... open?
Sir seriously. Go back to ultima. That's all i have to say.
Let me put it plainly: You don't know nothing about game design. And it shows. I looked your posts, and you tried to bring examples of bauldurs gates and torment as a way to justify your points, in a OPEN WORLD GAME.
You see the issue here is that in these games you CAN reduce the number of items because you KNOW what will be the level of the player and you know what he will do next.(You can always make an specific encounter a "gate keeper" if you are not certain)
That's not possible in open world games. Players can use numerous amount of approach to overcome the enemies, and gatekeepers. Likewise in the games you gave as example you play a character with a story line that you follow. That's not the APPEAL of a open world game.
A open world game is about the player carving his way into the world, thus why the world is so important. That's why devs NEED to throw a ridiculous amount of items to the player and let the player figure out what is usable what is not and how to handle what is not. That's why these games have weight system, you are not supposed to lot everything.
Literally you are complaining that an open world game is open. That's why the "we" that you speak of was ignored, because in this point you REALLY don't have any idea what you are talking about.
And don't fool yourself thinking you are a genius and something most open worlds do is wrong and your approach, of copying stuff of well known and studied games, is the correct. Dude legit. You are not smarter than anyone, these games you spoke about are literally picked apart and studied up and down by developers. to the point of this:
A channel for beginners game developers made an entire series of video talking about only ONE dungeon of one of these games.
These games designs are widely known to everyone in the industry. They are not used in open world games not because they are unknown but because they don't work in open world games.
That's akin to asking a game like darksouls to have a quick save button. You see it's not that quick save buttons are bad, but it's because it doesn't work for the goal of the devs.
I mean for real, sit down.