I'd always argue that the price of video games (or any art, really) is highly subjective, so me paying 30€ for a game that is 100+ hours long but I just don't enjoy feels like a rip-off whereas paying 60€ for a 20h game that I massively enjoy and will likely frequently revisit feels like a bargain. So, yes, shorter experiences feel always welcoming to me, but alas, this is also a matter of enjoyability.
I'd also argue that openness and linearity are less dichotomous than it is presented here, and act more as the endpoints of a sliding scale, so to me, the opposite of the corridors of Final Fantasy XIII isn't the open sandbox of Minecraft (neither of which is a game I actually care for), but the area in the middle, where linearity and openness are balanced out. Recently, Tales of Vesperia was a game which's structure I enjoyed greatly, and it follows a linear path throughout the game's narrative, but there are these little "pockets" strewn throughout the world which allowed for doing things outside the main path, but were always constrained enough to not suffocate the main quest, though they grew subsequently bigger as the endgame approached. This was a pattern I feel was common for video games for a good while and most of the games I like - Metroidvanias, classic JRPG, the Zelda series - tend to orbit around this sweetspot.
So, yeah... what I want is more of a mix of linearity and openness and not the radical extreme of hallway gameplay.
EDIT: An exception to that preference would be story-driven genres - notably, adventure games and visual novels, I don't mind if they're a bit linear and I also don't mind if VNs are "kinetic" - i.e. they just tell a story and don't have branching narratives through choices.