Same.
I actually view a long game length as mostly a negative these days, especially for open world games and RPGs. Most of them just don't have worlds interesting enough to justify spending 80+ hours in them.
Something like Metaphor ReFantazio sounds cool, but I just can't bring myself to invest another 90 hours into yet another JRPG. I'd much rather play a tight 30 hour RPG instead.
A game having a lot of optional side content has also started to be very unappealing to me. I don't want extra content just for the purpose of extra content. If the content is good add it to the main game and pace the story accordingly. If it's not good or compelling enough to be in the main game then why is it even here fucking up the pacing?
That's that pendulum for ya. Now games are considered too long, eventhough the length of games currently is a response to complaints during the PS3/360 era that games were too short. Also, back then you had an online multiplayer component, which while usually considered forced did take the load off of the singleplayer to provide 'bang for your buck'. It's why we could have games like Uncharted and
The Last of Us be a clean 10 hours.
I don't mind very long games (eventhough I rarely finish them), it's when a game tries to be the everything-game that bloat really starts to fester.
Baldur's Gate 3 is one of the longest games I've ever encountered, and after 500 hours I still can't get enough. But games
God of War: Ragnarok and
Horizon: Forbidden West, though shorter, feel like so much more of a slog to get through, because they have to be everything; They have to be action, RPG, open-world (or semi open-world) , cinematic, performance captured, crafting mechanics, upgrade mechanics, somekind of card or chess game (thanks for that one CD Project) etc.