You have players moving in unpredictable directions.
And when they get killed they should try a different direction. Difficulty scaling makes character progression completely pointless.
I'm fine with mostly open. If there is going to be a plot, there will need to be some kind of structure for the main story line, which will necessitate at least some areas being opened, blocked off or changed in response to completed quests or specific encounters. I'm also fine with a linear main plot, but no/few side quests and linear exploration would not be good.