Sidenote complain about the world: Sandbox games combined with my autistic obsessive compulsive need for completionism lead to me playing them with very frusterating habits lmao.
I feel this so hard. I really enjoyed Subnautica, but I think I spent more than half of my playtime farming a giant locker full of every single material because I thought I might need them later, but it turns out that you barely need anything to complete the game and there isn't an endgame to speak of. Whoops. It could have been justified if I were into basebuilding, I guess, but that's not my thing.
Another issue I run into is overoptimization--just figuring out the cheese strat or collecting so much that the game becomes trivial. I think that's why I enjoy Resident Evil so much, since survival horror games are designed for you to be a compulsive loot goblin and therefore don't fall apart even when you collect every last bit of ammo.
Speaking of Resident Evil: with Resident Evil: Village, I didn't get true 100% because I don't like the arcade submode The Mercenaries, but I had tons of fun doing a bunch of NG+ runs to max out all the weapons and get all the unlockable collectibles through the main campaign. I find the process of fighting through the first run with the intense experience of not knowing anything and then continuously getting more experienced and more powerful until you're sprinting through and headshotting enemies with your infinite ammo revolver on the highest difficulty by run six.
Others have mentioned SM64 and Super Mario Galaxy, and I'd also add Super Mario Wonder. The final secret level (unlocked after you complete everything else in the game) is a bit frustrating due to the sparse checkpoints, and there's one or two treasure hunt levels where I had to look up a location or two, but I appreciate that otherwise I could 100% the game just using my platform skill and natural loot goblin instincts. I did my whole run through on Ryujinx and it ran perfectly, too!
One that I wouldn't recommend for this is Control, even though I enjoyed the game and it's got a very cool atmosphere. They have this very unfortunate system where they offer four randomly generated generic missions (Kill X of Y enemy [in Z location] or get X kills with Y weapon/ability) and each mission awards a random selection from a tier and an equippable skill/weapon enhancement. You can see both the exact mission as well as the tier and category of reward before accepting a mission (of which you can have three active) and there's no penalty for dropping a mission. This led me to sitting at the assignment board endlessly regenerating missions until I would get a full loadout of missions with the highest tier rewards and reasonably achievable objectives, after which I'd go do those missions, rinse, and repeat. I would not be surprised if I spent twice as much time doing this than actually playing the game normally, and I sank a good 60+ hours into the game. Oh, the worst part is that the rewards aren't unique and there's unspecified variability within tiers (so a tier VI shotgun enhancement could be like +35% damage, but then you get a +36% damage enhancement and are like, "wait, how high does it go?"). And also, you can only see the broadest category type, so the odds are high that you'll get an enhancement that you don't even want. It's funny--I suspect the devs made the system flexible to avoid forcing people to do missions they don't want to, but it created a perfect trap for people like me.