Even BG2 offered some in-game narrative guidance. CRPGs from the 1980s tended to drop you in the world right after character creation and tell you nothing at all. If you wanted to know any amount of backstory or have the vaguest hint about what to do, you had to read the manual.
I remember my first CRPG, Questron, wherein the first time the game gave me direction is was when I was told by an NPC, "Mesron wants to see you." And I knew from the manual that Mesron was the King's wizard and lived in the castle. But I had no idea where the castle was.
So I found a place that would sell me a map of the world. I saved up to get the map, bought it, and headed off toward the castle.
The map was wrong. Medieval cartography is imperfect.
When I finally got to the castle, it was huge, and I didn't know my way around. I starved to death looking for Mesron.
I will always remember that game fondly.
Part of the problem with a game telling you nothing at all is that this is designed around intuitiveness--around what is "expected." And rarely, if ever, is the entire game designed around it.
Do you recall the demo of Crestwood from 2013? The one where the Inquisitor burned Red Templar boats with a fire grenade (and, the key part, this was optional and not defined by a quest point)? In Merin's group I pointed out that this made me slightly apprehensive because it's moving in a direction that asks the player to approach the world around them as real--which sounds great (though as I mentioned before it makes assumptions), but poses huge problems for the 99% of other encounters where this is not the case, where approaching the world as real breaks the game illusion.
Another example is the wooden bridge from the Keep. That's literally the only destructible element in the game, but it creates an expectation for this to work in all similar situations (maybe not all bridges, but all wooden ones). And when this doesn't work it breaks the illusion.
The entire game needs to be designed around the gameplay expectations the game builds, or it (that expectiation) can fall apart easily, leaving the player out of the experience and unsure if something works like it "should."