I love using the La-Mulana games as an example of non-linearity done right. While they're definitely leaning toward the extreme side of being obtuse and causing a lot of aimless wandering, they're good for comparison to games like A Link Between Words where the non-linearity is little more than a MegaMan level select. The fact that players might kill bosses in different orders as a result if organic exploration rather than just an arbitrary choice.
It isn't open world if the player can not physically access more than 20% of the world at the start, hence the keyword "non-linearity". "Guided" is redundant because there isn't much option within the constraints, the player WILL eventually find a way to move forward once they get the new tool, relying much on... ahem, the fog of war within the world map.
I like this genre a lot, but it is starting to wear out on me the moment I immediately go "oh I'll probably be back later" with every unreachable spot. The world became predictable. I have a running joke: "you gonna give me double jump yet?". Years ago I scribbled on deconstructing 'Legend of Zelda vs metroidvania' and I recall breaking down types of progression and... I look forward to more metroidvanias utilizing "soft locks" (or called soft gates?) that emphasizes on mastery (not equipment or levels) rather than tools. (you can access most areas but knowing your limitations, you instinctively back down instead of having entire biomes gated behind a key or utility). There's something to be learned from roguelites. (Dead Cells is unfortunately all rougelite and none metroidvania).
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