What the hell is a "traditional" adventure game? I have no idea what you mean by that, and I probably wouldn't agree with you if I did.
Seriously though, I think of some of the games you've listed, eg.
Mask of Eternity, more as hybrids than as "non-traditional" anything. Or as genre-X games with genre-Y
elements. I said somewhere around here a few days ago, that far more games are like this than is often acknowledged, and it's not necessarily a new thing -- even "classics" like
Indy and
Full Throttle had combat sequences,
Space Quest had mini-games, Telltale's best
Sam & Max series had driving games, etc.
Moreover, the term non-traditional implies that something differs from some established norm. I prefer to look at games like
Loom and
Myst as offering innovations that contributed to the genre, rather than deviations from some tradition that never really was.
I just don't see the dichotomies that you seem to see. I think the parameters of graphic adventures vary along spectrums with no clear-cut dividing lines. It's like, either every adventure game is traditional or every adventure game except the first one is non-traditional.