Any of Bethesda's Fallout games, and I'm including New Vegas with that as well.
Brace yourselves, this is gonna be a long one.
So, like, it get what these games are going for, right: it's an open world, it's supposed to be completely desolate, dreary, and awful to be around...but Christ on a bike, did they have to have that translate into gameplay as well? The gunplay of the game feels awful to use, only aided/band-aid fixed by the VATS, and is only considered a solution to the terrible gunplay due to the fact that it just pauses the game and lets you auto-aim. You try anything else, you're fucked. Doesn't even matter if you hit them dead-on to where you would've hit without VATS because the Gamebryo Engine just decided it hates you that day.
"Oh what's that? You had an important scripted event that you won and want to turn in? Sorry Charlie, a stray bullet from the gun you fired in the opposite direction hit the person behind you in the head after the shot got delayed for 20 seconds and now they're dead. Better hope you know console commands, otherwise that Goodsprings questline that you tried so hard to follow, even if you followed a walkthrough to the letter is now useless. Good luck leveling up now to get skill points that only minorly improve your character, if at all."
The world, specifically for New Vegas is just...I don't understand the appeal of it at all. Granted, I did like it more than 3's, but they still felt empty and lifeless for no other reason than to just extend your time between zones...which you can then just access with Fast Travel at the expense of food and water so what's even the point of having those large distances now (this is also a problem I have with most open-world games, specifically those that offer little to no incentive to travel in the world because anything on offer whilst traveling is only surface-deep shit that won't matter after a certain level).
Again I get it, they're desolate/empty on purpose, especially in New Vegas because you're in Nevada. But there's a difference between being empty for immersion and empty for the sake of having a large world: the only places of any interests are the towns and half of the time, the quests are centered around you doing stuff there or in surronuding buildings. But once you're done, it's back to walking that road with either enemy encounters or...nothing. But God help you if you go down a road you aren't supposed to, lest you be eviscerated by OP enemies/aggressive NPCs because you didn't follow Bethesda/Obsidian's set path in an open-world game.
"Oh you killed one enemy that aggro'd on you for no reason other than they just hated seeing your face? Well, now you got locked out of an important quest for the character build you made because fuck you, you shouldn't have made them angry by walking, you stupid fucking mongoloid. What, you expected your companions to help you!? Those walking flesh backpacks? Pffffft, not here in Bethesdaland; out here it's sink or swim, bitch."
And as if the world layout wasn't shallow enough, then I have to deal with the monotone colored palettes of green, orange, or washed out rainbow to hide the fact that this place is desolate in some vein attempt to make it seem like there's some life to the game. I'll at least give 76 this, they finally figured out how to utilize color theory without needing to slap a horrible single-color tint on everything. It's like someone from a college graphic design class heard the professor talk about how color invokes emotion and took that to its absolute zenith.
"I get it: orange = desert, green = toxic, that was kinda obvious by the settings/aesthetic of the area, but thanks: can I turn it off now? No? It's permanently like that unless you get mods to help fix everything about the game? Okay then! COOL! FANTASTIC! I love my new base builder looter shooter! This is my favorite non-RPG RPG ever!"
There's probably a lot more that I'm missing but I think I can sum up most of my feelings with this single sentiment: if you have to mod a game to no end to get enjoyment out of something because the developers couldn't grasp the fact that much of what worked in a 2D top-down isometric game doesn't translate when reworked into a 3D FPS Elder Scrolls clone on a busted engine that can handle complex dialogue as well as it can handle being stable for 5 seconds, why should I even bother playing these games, especially when it seems the community understands being able to transition these elements better than the actual developers (i.e. Fallout: New Miami and other such large-scale projects)?