I can see the problem with cutscenes. I totally can. I can see why the Half-Life 2 way of doing things is much better. But the fundamental problem with that is that it forces the entire game to be seen from the player's perspective alone, and storytelling-wise this brings up some problems. It means there's no possibility of seeing the the world as a whole; of seeing it from the perspective of other characters, of getting a preview of what's ahead before the character we're playing as does. It essentially means we're forced to BE the protagonist, and see the world entirely through their eyes and from their perspective.
Is this a bad thing? I don't know. But it's certainly restricting. And I don't think that every game needs to be, or should be, seen through the protagonist's eyes alone. There's other very effective ways of telling the story, which treat the protagonist more as one character amongst many others, rather than as the player themself. But I do think that, although the merit of cutscenes is obvious, there must be better ways of doing things, because cutscenes are just too awkward and jarring most of the time.
How about replacing them with sections where your movement of the character is more limited? Or giving the player control of the camera in a shot that pans across the level at the start of the game, before gradually zooming them in to the character they're going to be controlling? These are just a couple of suggestions, but I'm sure there are ways of showing the player things the protagonist can't see without completely removing player input.