You're right, instead i'll offer a video that argues in the favor of larger open worlds and how that can affect design in a positive way:
Introspection in the middle of a well realized digital space is an amazing feeling.
Cool video, and introspection in the middle of a well realised digital space is an amazing feeling, I agree
The video does literally say in the first 40 seconds that map size is used as a bullet point on a press releases, then gives 4 examples of the kind of thing publishers say regarding map size, which is what I'm talking about in the OP
I would also say the video is arguing for better UI more so than bigger worlds, as the games he uses both have amazing worlds that are in some ways undermined by quest icons and markers that take the player out of the world, and you can do this in theory with smaller open worlds too
I know Ubisoft have made great leaps with this in Assassin's Creed with exploration mode in Odyssey (and as someone currently 25 hours into Syndicate, after playing Unity earlier in the year, they made improvements from Unity to Syndicate too)
Unity doesn't have a map anywhere near the size of the newer games, but with tweaks to the UI you could make quiet spaces in that game work as well as in the newer ones. You could argue Syndicate achieved that from Unity with the fewer map icons
You can also look back to open world games on the PS2 and see that some used quiet spaces well too. Driving across to the 2nd major city at night in San Andreas for the first time had this effect, and that game has a much smaller map compared to 2018 open world games