I mean, keep in mind that I did eventually just fold and watch the genocide run on youtube cuz I didn't want to play anymore.
But in some sense, I suppose I played the game as intended. I did a neutral run, understood the idea of the game, did a pacifist run, and was done. That is what flowey asked me to do after all.
With regards to story, I just feel like I have more respect for something like that new game "Detroit: Become Human". A game that offers absurd amounts of player agency without needing to directly address the player.
Sure, due to the scope of the project, not every bit coukd be as polished as something like The Stanley Parable, but games like that and Long Live the Queen that have dynamic variable stories feel a lot more immersive and gripping.
Then again, I suppose immersion isn't usually the appeal of a game that acknowledges the player.
For sure, even this article addresses meta fatigue.
There's no one correct way to make a game, and I have a great deal of respect for games like the ones you mentioned for being able to present very choicey narratives. While those types of games have their own tradeoffs, they're still impressive in their own right.
I'm just very defensive of Undertale because it's one of my favourite games. Like, of all time. I don't think every game should replicate Undertale's approach, though. Games will be at their best when an artistic vision is pursued over copying trends.