Planescape: Torment is widely regarded as one of the greatest games of all time and that game is basically a philosophy textbook. It wasn't derided 23 years ago and it isn't now. More recently, Disco Elysium got rave reviews and all sorts of awards. No derision there either.
Death Stranding is divisive, mostly because it's Kojima. It's weird, thoroughly - clearly, Kojima was given complete free reign and the result is a strange, confusing, at times impenetrable game. Still, no derision - maybe some grumbling that Kojima is now so far up his own arse that he's in serious danger of disappearing. You may or may not disagree with it. I personally found the premise intriguing but the gameplay loop got old after only a couple of hours so I gave up.
Speaking of this, there's a quote from the writer of
The Talos Principle - great game btw - that says something about how games are naturally good for setting up philosophical stories. I think it's true and works because they can invoke some form of moral quandary, or as others have said interactivity, where you take an active role. Planescape and Disco are great examples.
I suppose too that you don't even necessarily have a choice; an illusion of one can go some way into creating a more immersive story that hooks you. I recently played
Persona 5 for example and while the story is a) incredibly over-written, and b) not much different to a standard anime plot, the impact of being able to do things such as make minor dialogue choices makes a big impact to the enjoyment, even if overall it makes very little difference to how it ends.
Nier: Automata is also a fantastic example because it ends in a way only a videogame can.
Anyway, videogames for me are like a collage of all the best parts of other mediums: visual storytelling, textual storytelling, even musical/audio storytelling in the case of
Hellblade. They might not excel at any one thing in particular but the combination of them can make a unique experience. The major flaw occasionally is when they get bogged down by one specific element, which is very often simply gameplay and largely why a lot of games simply aren't good for stories because they prioritise enjoyment/fun first (nothing necessarily wrong with this).