Oh I definitely agree with that. I'm not saying ME3 didn't try to funnel our Shepard down a more linear path Bioware had envisioned, but interactive movie is just silly. In order for something to be an interactive movie then the majority of it has to be quick time events and cutscenes. Otherwise we should start calling point and click games "interactive movies".
Perhaps "interactive movie" is not the correct term, but it is the most convenient one available.
ME3 has several long segments where the player is taken through a defined series of events with no escape hatch. (aside from the off button)
As the game starts, you go through cutscenes, battles, cutscenes, battles, etc. until you are aboard the Normandy. The first thing I wanted to do once onboard was take a quick tour and greet the crew - but you're immediately shuttled to Mars. It doesn't matter if you have other gear from a previous playthrough - you're going to use the armor and weapons they assigned. There are opportunities to change your weapon load in that mission, but not armor.
Okay, so I get to tour the Normandy and change gear after I finish this Mars mission? Nope. Cutscenes taking the injured VS to the med bay, vidcomm with Hackett, and you're on the Citadel. You can visit the injured VS in the hospital or meet with the Council - in the outfit that was selected for you. Finish those 2 things, return to the Normandy, now do I get to...? Nope. More cutscenes.
The beginning probably has the longest series of events that are largely out of the player's control, but by no means is it the only one in the game. If you erroneously choose the wrong dialogue option, or just want to see the results of a different one, chances are you're going to have to back up quite a bit and sit through a lot of other cutscenes again to make a different selection anywhere.
That, and the fact that most of the content is meted out bit by bit. Some content you cannot access until you've jumped through some set of unrelated hoops. Some opportunities disappear if you don't complete them before x. Some of that was likely done for technical reasons. ME2 does quite a bit of that, too.
Combine all of that with the autodialogue, and I ended up feeling like my player agency was subverted much of the time, and that I was on a pretty short leash.
One of the reasons why ME1 is my favorite of the trilogy is because it is the one that gave me the most freedom to create my own experience, rather than consuming the experience prepared by the devs.