Randalator: When critics are talking about "linea
rity" they usually don't refer to story aspects like a lack of a branching plot, but to the level design that sends you down a narrow corridor and punishes you whenever you deviate only a few steps.
And personally, I hate that kind of level design with its artificial boundaries, invisible walls, "you're leaving the combat area" notifications and all that crap. Completely destroys immersion for me...
The best example for linearity done right is Deus Ex. DX is usually referred to as a non-linear game, which it's actually really not. The whole of the story is set in stone from start from finish, apart from a few minor details like character deaths which have absolutely no impact on the story and 4 different endings which you can choose as you like right at the end.
But the levels themselves were designed so realistically that it created a feeling of openness that completely hides how linear the game itself is. It's a linear game with non-linear levels.
I don't know that I entirely agree with your assessment of what critics mean, but I can see where you're coming from. After all, many critics to my knowledge didn't smack the Last of Us or the Uncharted series down for being very linear, both in plot and design (often while the levels may have allowed for some alternate routes, they were largely still constrained to being nothing more than slightly wider corridors).
However, I definitely agree with you in terms of Deus Ex, as it's a wonderfully designed game in terms of very open levels yet a focused narrative coursing throughout it regardless. In fact, Deus Ex is a prime exemplar of
something I've written on at some length, regarding the benefits of hub+branch world designs over purely open world, macro-hub designs. As it stands, open world games fall prey to what many have already noted here, the desaturation of substantive content through attempting to permeate a largely uninteresting massive hub with interesting experiences. They try to override this, almost ironically, with a linear narrative, but this is undermined by the contrasting player experience of screwing around doing things opposite the character persona and the absence of persistent repercussions in the larger world.
For probably many people, this is no big deal, but for those that want to feel they've had some effect or made some progress that's lasting, I'd say it definitely is which is why they may be drawn more to linear games. Some of these games burn the world behind you, not allowing you to see that your actions were inconsequential, making it almost impossible to lose motivation to see the game to its end if it's all designed right. If it's designed especially well, the events that torched the world behind you, making it inaccessible, will only motivate you more to continue. (If it remains accessible, NPC dialogue reminding you of events up to your point may also serve to reinforce your continuation forward, rather than backtracking.)
Either way, each design has its place, and I think the greatest failing of open world games is in a mixture of things ranging from structured, exhaustive microcontent (fedex quests/kill x guys/access set point to reveal additional content/area completion/etc.) and macrocontent (core narrative) to the limited surface and subsurface environment designs (overworld map and dungeons). Where linearity is beneficial, and why I don't think it's as taboo as you may think, is that it may compel more nuanced focus on "little" things such as distinct settings, characters, and interactive experiences as well as bigger things like each of these actually having some impact in each of them.
This isn't to say open world games can't have the perks of linearity, only that they often take them for granted and don't apply them in their designs at all or very well.