>>1975 (OP)
I get what you're trying to get at, trying to critique linear narrative/adventure games in terms of lack of interactivity and replayability compared to other vidya, but you definitely need a larger reference pool, because this
>Lack of any clear goals, objectives, and/or restrictions
needs a stricter definition. The titles you bring up are skewed towards the Western cultural sphere, so I may be reading too much into your potential worldview, but
Yume Nikki for example would qualify under these criteria, yet its influence cannot be denied. So would
Hundred Line, which released a bunch of months ago, but its scope clearly eclipses the "experiences" you describe with a hundred different endings and some RPG elements tacked on. What about RPGMaker games? What separates Kojimbo's
Policenauts and
Snatcher from
Metal Gear, beyond the "game" elements? Hell, your criteria could be applied to bullet hell shooters like
Dodonpachi and survivor-likes. And of course visual novels and disguised VNs like
Phoenix Wright, Detention, Danganronpa, VA-11 HALL-A and
Gnosia. Do they get a pass for throwing in token minigames or allowing you to walk around when they're clearly intended as "interactive experiences?"
Bringing things back to the Western hits,
Mouthwashing and
Iron Lung have been huge phenomena despite being railroaded as fuck. Telltale and Quantic Dream, beyond obviously wanting to put out movies and animations but wanting that gamer money, wouldn't have gotten anywhere without Sierra and Lucasarts, but why is
Monkey Island a "real game" and not
Dispatch and
This is the Police? I think it's undeniable they've all contributed to the tapestry of vidya, so it's difficult to really determine what you're trying to describe here.