Yeah, it's getting a little silly, but it's the result of a combination of things and none of them are going anywhere any time soon.
As game budgets continue to balloon, they need to target wider audiences. Rather than designing better indirect ways to communicate with players or developing more intuitive puzzle mechanics, it's simpler, easier, and cheaper to just have a voice actor tell you what to do. Next, visual fidelity has dramatically outstripped interactivity. Sure, games like God of War and TLOUP2 look nice, but their environments are window dressing. Some objects can sometimes be interacted with, but the vast, vast, vast majority can't. Developers continue to barrel down worlds with such inconsistency between presentation and behaviour, meaning players have no idea what they can and cannot do just by looking at the environment. It's much simpler to cut away anything remotely new or interesting and just fall back on polishing what others devs already figured out because then players will understand it easily without you having to do much. Gears of War cover + RE4 third person shooting + highly polished animations. It's a formula that works and players understand. This doesn't leave much in the way for puzzle designers to actually use, so the rules of these puzzles are often bespoke - they exist for just that one area, or that one object. So, the devs have little choice but to just tell the player what to do, because there's no way most players would understand what's even possible. "Oh, I can move THAT box? Why couldn't I move the other box?", "Wait, I can break through that wall? Since when?". Lastly, there's players behaviour. A lot of players want to come home, throw on a cinematic game, turn their brain off, and let the game do all the hard work. And there's nothing wrong with that - there's a reason highly linear, low agency games became extremely popular. Devs get to pretend their making movies, players can pretend they're doing cool things, and everyone seems to be happy.
If you want different games that actually expect the player to pay attention and use their brain, you need to play games that can risk alienating players because of their ambitions. You won't find that in huge blockbuster AAA games headlining a State of Play. You'll find it in smaller games that don't need to sell 10 million copies to breakeven and sell consoles. And when you find it, it'll often have issues. Odd design choices, bugs and glitches, and technical problems. STALKER 2 fits the bill, and it has a lot of issues to iron out, because the developers are being extremely ambitious both in their scope and technology. But hey - you want something different, you gotta take the good with the bad.