The trap that most story-focused games fall into is limiting gameplay for the sake of the story, and I believe that that's a false dichotomy.
In fact, we already do! Devil May Cry 3 and 5 still tell much stronger stories than many give credit for.
I think it's because they assumed that the gameplay was disposable and not the story.
A game with a bad/nonexistent story can still be great through its gameplay, but a game with a good story can still be brought low by its terrible gameplay loop.
For example, let's take a look back at Devil May Cry 3.
Just getting past the first boss, WHO LATER BECOMES A REGULAR ENEMY TYPE, is a struggle.
And then there's Vergil.
The game puts you into Dante's shoes but making you feel what HE feels.
(Also because it's not really for accessibility, it's because of game journalists who want every game to be a cakewalk).
It's kinda like the feeling after you've run a marathon or climbed a mountain, and that's what the game built towards with its gameplay and storytelling!
This before ranking you at the end of each mission, DARING you to better next time.
It HAS to have gameplay because it's game. Nothing in God of War harmonizes with the gameplay. Absolutely nothing.
A grotesque parody of game design by Frankensteining current trends that modern games found successful.
No heart for the medium they inhabit, which translates to no heart in their gameplay or story.