Now that I've *finally* managed to get the game working, I'm really enjoying it - I'm not too far into it at all but it does feel a lot broader and freer than the previous ones and that's no bad thing. No it isn't an open world game, but it does have widely explorable areas and that's all cool and long may that trend continue IMO.
The OP says it detracts from the story, I don't think it does. I don't think and I never have, that playing a game is just about The Story; or at least not about the story that the game wants you play. I've always felt it's as much about having the freedom to create your character's own story and weave your ideas into what's going on and having a broader canvas allows for that.
If the only thing that you want to is the game's story then you might as well just play an "on-rails" RPG. Personally I think the presence of areas that are there purely for exploration enriches and deepens the experience. DA:I isn't at the "emergent gameplay" stage yet, but it's very definitely well on the road to it and that I think is a trend that should very much continue to grow and be encouraged.
I know that my experience of this game will be all the fuller for its design and breadth and I would like to think that the next one goes further still.
As for grinding, it's a polarising issue that you either love or hate, I think. I don't see a problem with, it encourages development and also to be honest I don't see that players should be handed everything on a plate. I like being made to work for my rewards and if that involves a few fetch quests or spending half an hour looking under a rock for a Purple Glue-Frog, then so be it! 
Also, granted, sometimes the characters might find themselves in places where you think "would they really be here?" but if you put your mind to it I often find you can "play round" that situation and it normally works out, in my experience anyway. A lot of true open world games don't give you any reason or purpose at all for being in a certain area, but you still go there - you just might not go there until it feels right; to a lesser extent you can more-or-less employ the same thing with less open games...