From what I remember, Zero Mission is also very interconnected. A lot of online maps only highlight the elevator connections, but there is quite a few horizontal paths that are unlockable and merge the stages together. Super Metroid has a decent amount of elevators, but they're usually the first way or the last way you get into/out of an area, basically just an intro/outro to an area. In actuality, there is almost always a way one area connects to another that is natural (I.E. actually exists even without humanoid-made elevators). Tourian connects to Criteria, Critera connects to Wrecked Ship, and on a second layer Maridia connects to Brinstar. The only area that doesn't have another natural connection is Norfair. Obviously accounting for depth and themeing, not every area is going to have a non-elevator connection, but Super has at least one for almost every area.
Fusion and Samus Returns are pretty bad at this, but especially in regards to Fusion I wonder if the criticism of it being so linear ended up overshadowing this aspect of it, so the moment less linear games did it (Samus Returns and Dread), people didn't complain about the elevators. It's actually funny that you say this, because the final stretch of Fusion is so cool
because the game starts interconnecting areas from what I remember (albeit in a very linear and scripted fashion).
Prime is a bit different and given I only played it once and that was 6 years ago, I'll admit that I remembered when you mentioned it just how elevator focused it was (which is funny because I've definitely made that connection prior to Dread that it is too elevator focused). Prime is not especially good at it either, but I will say at least Tallon Overworld has Sunken Frigate (technically not considered its own area I think but its about as long/longer than the Wrecked Ship from Super Metroid, which is its own area) and Impact Crater (actually considered one I think) directly linked to it. I'll also add the Prime games really have quite different goals from the 2D games, and that my expectations for Dread are based on the 2D ones. It's not like I'm asking for scan logs, for example.
It's possible though that you misunderstood my comment since you said
Literally every game’s zones are connected by elevators or whatever.
The problem isn't the elevator connection, it's that that's ALL Dread has. Elevators are fine, but it used to be that areas that connected horizontally did so naturally, and that was much preferable. Given that Zero Mission and Super Metroid are pretty much the gold standard for 2D Metroid map design, and that Mercury Steam talked a lot about taking inspiration from Super Metroid, I don't think it's that crazy to think the game should have went in that direction, either.