Both games allow sequence breaking and don't use map markers, but Dread is a lot more heavy handed in actively blocking off paths and stuff to try and funnel you. Though I think it's still easier to get lost in Dread because the world is so huge and, probably due to this practice, weirdly laid out.
Super is in general significantly more subtle in its world design than the later "open" games. For instance there are no hidden passages and the like that exist solely to make a sequence break possible, or sections designed as a challenging sequence break (Zero Mission also has obstacles that exist solely to prevent a sequence break, and disappear once you have an unrelated item). Super maintains kayfabe a lot better.
All three Prime games, by the way, aggressively prevent sequence breaks and basically require the hint system due to a weird habit of making you leave an area for one item on the other side of the map with no warning, then come back to continue. I wouldn't quite call Dread's world design elegant, but I think it would be an improvement over what Prime was doing for guidance.