"Sandbox" games kill the flow of the story, fragment information and allow developers to make excuses for either a lack of an overall story, or a general lack of content by forcing you to repeat actions over and over to progress. Nothing is worse than having some stories (not all of them do this) that force you to repeat the same activity with a character 20 times just to get it to do what could have been done in 1/10 of the time frame with better story telling and a couple choices here and there. I refuse to play them, period. I don't care how good people say the stories are. I will not play them.
Imagine if you will.... An "open world/sandbox" game without any looting, achievements, clear goals and character development. What you have is what we are given today. You get a dumbed down two dimensional form of story making without any real substance. Traditional visual novels that are choice based work because they allow the devs to give you the freedom of choice in how your story progresses in ways that make the game re-playable. The dev can give you just one final outcome at the end or ten and the choices you make are what take you there. A "sandbox" game does almost none of that for the most part and your decisions mean very little. Why? Because despite what you think, all sandboxes have "borders" to keep the sand in, meaning what you get inside that sandbox is what you have. Choices mean very little and repitition gives you the illusion of choice and progression.
Think about it. Would you rather play the same story 5 times and get 5 different outcomes or play it once knowing that no matter what direction you take, the ending is the same and how you got there is the only difference. Yes there are those rare gems that are the total package but what are they? One in a thousand?