Here's my problem of open world games if there isn't a good simulation as I see it.
If I'm not running around the world shooting things up and blowing up objectives in the name of peace, most of the locations in open worlds are actually kind of peaceful. The villain as ordained by the story is chilling out in his bunker fortress, civilians are literally walking around or sitting around doing nothing of note.
The Giant death robot standing at the corner of the street in an open world is just looking menacing but not actually interacting with anything or anyone, while the citizen AI just wander around ignoring it.
The cutscenes and story may say the enemies are the worst thing ever, but in game whether it's because the map is too big or the devs didn't have enough time to implement something more interesting they're usually just minding their own business. While in cutscenes the bosses are doing some terrible things in game I'm the one that has to do all the terrible things.
The robots on patrol are mostly flying around doing their own thing, enemy patrols just walk around peacefully. Nothing of note happens to the world in general unless I cause it.
I as a player "conquer" an area driving out the baddies and declaring freedom for the poor villagers. That area never gets taken over again by said baddie or overun by something else. It's 100% safe from enemies thus indirectly remove itself out of the open world map due to the lack of relevance to the rest of the game once it's safe.
It's generally missing an opportunity to do something more dynamic as a result of my actions.
Open World game are somewhat extremely linear as well - due to the players gravitating towards the need to find the most optimal way to solve quests, most of the time that means traversal from A to B is literally following a line to the objective. And this is not even getting to the use of Fast Travel to get to point B from point A faster to end the quest quicker.