Maybe a less popular take but I loved the whole grid-based WW map with one island per square (at least as a kid). Sure it was very structured and predictable but I always enjoyed exploring each square one at a time and seeing what new island was there to find, what was on it, and so on.
I’m a structure guy - I actually genuinely like having some amount of structure in games. TTYD reminded me of that yet again - I miss having games from that era that were like “open the menu, here’s a vague map of the entire world that you will explore one section per Chapter, there are 7 Chapters where you collect a macguffin in each, and then a finale.”
I think it goes back to reading a lot of fantasy novels growing up that had maps at the beginning, often even with the route of the party already drawn in and labeled. So it became “ooh this area looks cool/dangerous/has a neat name! I wonder what’s going to happen to them when they get there…” So it’s all about the anticipation and building excitement even though you already know exactly where they’re going.