>>53829799>>glitchy, buggy>>poor graphicsBoth things that SV got (rightfully) criticized for before Redfall, these don't factor into a comparison at all
>>poorly designed open worldNot really. I've played plenty of Open World games and SV's biggest problem isn't the world design itself because it's actually fairly decent. Certain points of interest are visible from long distances so you have something to head towards and mixes large open spaces with areas of more intricate design dense with content (Trainers, Items, Unique Tera mons) to prevent it from feeling empty. The biggest marks are the lack of repeatable content like trainer refights and little reason to go back to previously traveled areas via something like sidequests.
>no incentive/danger to actually partake in the open world mechanicsWhat does this even mean? If you mean mechanics that ere more than likely CAUSED by the open world structure then you have plenty of incentive to interact with stuff like Let's Go (easy mat farming or TMs, most efficient way of clearing out outbreaks for Shiny Hunting) and Tera Raids (only way to get certain items like Ability Patches and Herba Mystica). If you mean the structure itself, then there's still reason to do so (even if it is hampered by a lack of level any form of scaling). The game make it obvious right off the bat that you're more or less free to start from whichever side of the region you want, and you're hardly punished for doing so.