My response here is mostly that many of the visual choices made in the games I'm criticizing were made completely independently of the game design team. This is far from ideal but it's a consequence of how the production pipeline is set up in these blockbuster titles. I do vehemently disagree that the aesthetic traits I'm looking for are at odds to gameplay and design decisions, though.
I could go on for a while about how Zelda BOTW manages to integrate the design and aesthetic choices, but I'm going to get mugged if I try to use that game as an example again. Maybe I'll use it as part of a different write-up on visual design.