Concepts such as choices, player agency, and routes are not free. Probably the vast majority of people, including me, appreciates a story that gives you some amount of control over the narrative, but many people just don't understand the ramifications of choices on the development side.
It will always come with some trade offs. The most obvious being increased costs (time and/or money), but there is another factor that most players won't even imagine. Choices place constraints on the actual story and creative freedom, even in the best case scenario.
Think of a story, any story, in linear form. Now imagine adding some choices that could lead to some branching that converges back into a common node. But what does this mean? That common node needs to account for both variations. It needs to make sense on both routes. That in and of itself is a constraint on the narrative. Either both routes need to be tailored to be compatible with the common node and overarching narrative, or the common nodes need to be tailored to fit both.
I'm not saying this is a huge hurdle or some impossible task, but the fact is that giving agency to the player means taking away some agency of the dev in the story they could otherwise tell. And devs often botch the execution, leading to a less compelling overall narrative than what could have been if they just wrote a tightly controlled narrative in linear form. It takes a whole lot of planning to write a choice-heavy story properly.
We see this in effect very frequently without people actually even realizing what's happening. Let's take a look at a specific example. Rebirth. Spoilers up ahead.
What is happening with Laurie's character? She could be alive or dead in the story, which means she literally cannot be a plot-centric or important character anymore unless the plot takes a truly divergent branching path. If they want to keep a common node narrative, Laurie's impact has to be minimized. She might as well not be there in the story, because the story needs to account for the route where she literally isn't there. She doesn't matter in the big picture, and scenes involving her are simply skipped if she is dead.
Now imagine if Laurie's fate was linear. Her death could be a huge event that affects everyone in the story and drives the plot forward. Or her getting turned can be a major event that similarly drives the story forward and directly lead to a lot of character development for the cast.
I mean, her death variable was in the works since the beginning of the game, so the dev clearly planned this. And this botching of the character was the result of that planning. It's not so easy to write stories that includes major variations, ya?
That's just one specific example, but this opportunity cost is always there. Some devs do a better job of giving you an output that is greater than that opportunity cost through careful planning and execution of the narrative. Others are not so competent in that regard.
Even after writing all that out, I'm not saying that I prefer kinetic novels. I do appreciate some juicy choices, but it does get annoying when people just shit on a game because some devs thought through this whole issue and decided that they want to write a tightly structured story that is mostly linear.