As someone who genuinely loves sandbox and open world, I don't see them going anywhere. I can understand certain people's disdain for them, but in truth this seems partly built of preference, and partly built of poor game design. There are many open world games I dislike for their lack of meaningful content, whereas others lend themselves beautifully to offering many new opportunities.
The thing to keep in mind is that open world is never a narrative choice, it's not about the story, it's about player freedom and gameplay choice. You can choose how you want to approach an objective, but more importantly, good open world design lends itself to objective-free gameplay where you can create your own, which in my mind is true roleplaying.
There are just as many, if not more, smaller linear RPGs that have poor quest design and filler content that it can't be fully blamed on open worlds. I would also argue that one man's filler is another's treasured memory. You can boil the essence out of anything, you can call every quest a "go here, kill X" quest, but you'd be robbing it of it's story, and while you may not care about a particular quest, or call it filler, others may really enjoy a contract quest and it's narrative.
The thing to keep in mind is that open world is never a narrative choice, it's not about the story, it's about player freedom and gameplay choice. You can choose how you want to approach an objective, but more importantly, good open world design lends itself to objective-free gameplay where you can create your own, which in my mind is true roleplaying.
There are just as many, if not more, smaller linear RPGs that have poor quest design and filler content that it can't be fully blamed on open worlds. I would also argue that one man's filler is another's treasured memory. You can boil the essence out of anything, you can call every quest a "go here, kill X" quest, but you'd be robbing it of it's story, and while you may not care about a particular quest, or call it filler, others may really enjoy a contract quest and it's narrative.