I won't disagree, the 'on-rails' approach to story telling can really take you out of the 'game', its more akin to that old ride at epcott center, where people in your cart could all vote on the 'ending' of the ride, and then get the ending. Or if no choice was made, given a random ending.
It's also very much a revert back to the old "make a choice/choose your own adventure' books which were often said to be the inspiration for early Adventure games and sub-genre 'interactive novellas'(which are super popular in Japan). They have their place in the history of 'adventure gaming' but shouldn't be the only form of 'adventure gaming'.
Even Roberta Williams in one interview (circa Phantasmagoria just before she started working on KQ8, IIRC) nodded to wanting to moving games in that direction of story telling more organic environmental interactivity. That is as she explained old style adventure-game puzzles were a something she saw as a limitation in the technology, because of limited resources you couldn't do things you might choose to do in a real-life situation. She was hoping to make things more interactive, more of a virtual reality.
Of course even the way Roberta described it could end up more like an action game (a game like Thief series, or Deus Ex may fit into storytelling more environmental interactivity), than what Telltale has done, which in many ways stifled 'interactivity'. Although it does rely more on environmental interactivity and on the spot choices.
KQ8 Law: As an online discussion references or discussing KQ8 grows longer, the probability of a comparison involving it not being a KQ game or not part of the KQ series approaches 1.