I got a lot more out of God of War. I liked its intro a lot, but The Last of Us was a little too by the book on the whole. Not-zombie stories where the biggest threat is isn't the the infected monsters, but ...MAN just don't have much flavour any more. That was even more the case for the gamedesign. Walking into an area with chest-high walls made me audibly sigh and wish for that section to be over with as soon as possible. Beyond that, you were engaging in what felt like filler content, so your co-op partner could yap on like a Let's Play with audio commentary, or watch cutscenes in a story that I wouldn't watch if it were a movie or TV show. Most of my indifference stems from not liking the type of story they wanted to tell, so I can understand that liking the zombie genre will undoubtedly result in a very different take.
God of War also sometimes contained similar "filler" content, like the token box pushing puzzles, kicking ladder/rope down, and just traversal you can do on auto-pilot. The main difference is that I was interested in what the game had to say, which made the light puzzles and busywork click. Heck, God of War even pulled that off with just riding on a slow little boat. The core of God of War, its combat, is of course the biggest differentiator, and it's stuff I find inherently more fun and engaging than TLOU's offering.
The Last of Us is better on every front, story, characters, music, art, level design and player agency.
Surprised you say that, since it's one of the most overt examples I can think of as a game where the player has no agency. The final stretch really drives home that the player does what Joel wants, and not the other way around.