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Notes -
I believe what you are looking for is the 2013 indie game Proteus. There is no extrinsic goal or gamification at all, and the entire point of the game is to wander around a large procedurally generated world with strange fauna and sights to see. It's a world made solely so the player can explore it.
I share your sentiments about this by the way - I find that many open worlds have so many gamified elements and nudge you in the right direction so much that it barely even feels free anymore. Sure, you can deviate from the main quest markers if you want to have some fun, but you always know you're going to be returning to the main story, and the world is generally such a content desert that it barely gives incentive to explore. Sure, you can circumvent the quest markers and skip major sections of the story, but you'd only do that on a first playthrough if you want to have a significantly worse experience and miss most of the properly fleshed-out content in the game. This was my exact issue with Breath of the Wild - it felt very gamified and on-rails, and the open world not only seemed irrelevant but was also fairly unrewarding. And don't even get me started on the goddamn weapon durability system.
Games like Proteus are also empty. But games that are explicitly all about exploration and vibes get away with liminality and emptiness better than stuff that tries to meld it with a plot and a combat system and collectibles does. The latter frames itself in a goal-driven way which leads you to approach its open world in the same manner, the former does not. This is why "gamifying" open worlds barely ever works.
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