The answer is pretty obvious, if the question isn't rhetorical: big companies like Blizzard design games for the lowest common denominator, and the perception, whether valid or not, is that unguided experiences where the player can get lost and potentially not know where they are going will turn them off and lose a customer. In my experience the opposite is often the case, even normies are looking to lose themselves in a game world to forget the real world, but this attitude from game devs is overwhelmingly pervasive in the industry, even niche designers like Josh Sawyer (may he trip and break his neck, mashallah) subscribe to it, the philosophy that you should design an experience to consist of completely sanded down, soft edges, where the player can never fail, and thus also never excel.