It ended up being kind of an odd-feeling game, in that it both tried to re-use as many mechanics and systems as possible from Rise, but also tried to cater to the fans that wanted more exploration, more tombs/puzzles, and less emphasis on combat. While the latter goal is fine in theory, a lot of the incentive structure for exploration and doing other optional stuff is to get crafting materials, and get XP. Which you then use to upgrade your weapons and equipment, or unlock stills that will make you more effective in combat encounters. (Or make you better at getting crafting materials and XP, which then all feeds into the same funnel.)
So the root incentive for many things you can do—aside from things that progress the story, or just whatever intrinsic satisfaction you get from exploring and collecting—is to be more effective in combat. Of which there's so little in the game that it all feels sort of pointless. They re-used systems from a more combat focused game, but then took out most of the combat.
I still enjoyed the basic exploration, traversal, and scenery to some degree. But I don't think the game is great or anything.