You really only get failstates if you try hard enough to get them, an average joe is going to be fine just following what the game tell him to do and it's partly designed that way since those games have mass appeal. If they were to design an rpg then yeah I would want more options in the missions but its a linear story and the missions being scripted are a way of putting more spectacle and story beats, you normally don't get that in your run of the mill open world game with camps to clear as "missions".
But most of the missions honestly play out that same way. There were a few spots where the structure was more interesting (Guarma and the prison break to name a few) but I feel like the majority are not that different.
Ride into town.
Shootout until everyone is dead.
Chase sequence out of town.
I still would have enjoyed it more if the controls were better. They were so unresponsive it felt like you needed the lock-on and deadeye crutches to do anything.