I think this effect stems from feeling that you are bodily there doing the things. The more you straightjacket this the more this effect is compromised to the point that the medium's very strengths are drained from it leaving you wondering what is even happening? what is the point? wouldn't this make more sense as a movie?
I think you have to work with the strengths. And discovery is part of the immediacy, and that only comes with bodily games. That's not the only thing you can do with realtime-3D art, but it's the only thing where discovery has a potency. In fact I find that frozen worlds tend to be the only places that discovery works. In a frozen world things progress locally, but do not ripple outward from that. Occasionally there is a catastrophic event that alters the world globally, irreversibly, which is like a turning of the page. This is like a painting. Unlike in life, at least where there are people, you can stop and just stare at the faces or features of the world, and the NPCs won't think you are strange for it. You get to freeze time and just enjoy it...
You can't literally freeze time, because some things like flocks of birds will move of their own accord. But if you had to manually pause the world just to stare, it would lose this painterly quality. Still if you really want to freeze the flock in flight you must. In theory you can switch into director/editor mode at that point to get a different angle on the flock. But it can't be as simple as pausing, because computers need a way to go into a low power state, and that has to be the first effect of pausing.
A major contention I have concerning contemporary games, is every game feels like a bullet hell shooter to me. No matter the format, no matter the genre, because there is so much happening at once everywhere and so many confused details with no coherency or sense of composition, that inhabiting the world feels like a kind of hell. Navigating through a flurry at all times on instinct into what feels like in the moment the present safe space. This perfectly describes bullet hell. I just don't think it's what game designers think they are doing when there are a million different moving parts on every screen. Where do you look? Where do you go? Is it information overload. Where is the focus in any given scene. Where is the director? Has anyone seen the director? Oh he's permanently out to lunch. That sounds like a good idea, I think I'll join him
EDITED: In retrospect I want to say that I know what you mean about discovery, but that personally it doesn't really affect me. I like spoilers, I enjoy something more the more I know about it going into it. I know in watching a movie I never feel like I discovered something. But I'm not sure discovering something is such a dopamine rush, as much as just appreciating what you found. You probably found lots of things you didn't feel like you discovered, because you didn't appreciate them. Still in a received medium like film, you feel like things are revealed to you, but never actively discovered. As an active experience is transformed into a passive experience, it takes on different qualities.