Hah. Wasn't into the "multimedia" era as much, either.
But still, I'd say context is important in that distinction. Old point and click was a AAA genre, through and through. Big, cinematic visuals and storytelling were at the core of that.
I'm not saying that's better or that I like it more. In fact, I'd say I'm less into that kind of thing these days. But it was a different moment in time to get hold of one of those compared to an indie release overcomplicating the self-revealing world concept from Myst.
Why I haven't been into that idea since all the way back in Myst is harder to parse for me. Maybe I'm just less metatextually enamoured with the idea of self-revealing games as a flourish than I am about having the reveal be a fully functional narrative? As I said above I adore Obra Dinn. There's a lot of the same connective tissue there, but maybe I'm just more in touch with it when it's a medium for a good, old-timey gothic horror story than when it's this abstract world-in-code thing.
Oooh, Outer Wilds. Did a couple of puzzles, I think I got around the loop once or twice, bounced right off.
I swear, I don't know what it is. The sense of wonder just isn't there. Maybe I'm too aware that all the pieces are put in by the designers and that withholding some pieces doesn't inherently make the puzzle more interesting or even harder. I guess I find myself tapping my foot playing first person Lunar Lander while I wait for the thing to get around to the real game while I do rolling ball puzzles or whatnot.