I think it's really dumb to think "we're stuck with spatiality, let's add some meaning to moving".
I agree, but yet is that not what Dear Ester, Journey and The Path are all about

But then, the dumb thing is (and I guess what you mean) is to just think of this in a strict rigid sense.
Still, cannot shake the feel that there might some kind of insight to gain by focusing on the spatial interaction. I have never thought of it so directly before, but it has come more as a consequence. But perhaps it just meaning giving your self tunnel vision.
As can be seen, I am not sure what to think

But if you give an artist access to this medium, they will approach it from a completely different angle. And what they might come up with is not necessarily complicated. Art is very often about reduction, about stylization, etc. Art is about making choices, about focus.
A thinking that I have grown more affected to is to simply acknowledge that out underlying systems are simplistic. Your goal with design is then to make sure that players interact in such away that they never notice this but can believe there is a rich world behind it all. I mean painters do not calculate scattered light or whatnot, they just do tricks to make you think there is a lot going on.
That also takes us away from the Crawfordian tasks of sort of formalizing human interaction on the atomic level (which is what storytron is). Better is to take Crawfords very early designs for interaction (that he implemented in the 80s) and to dress it up with art.