I can appreciate the effort of any game which gives the ability to turn off options like these, but it doesn't resolve the question of whether the game itself was designed with their use in mind. If it was, then not using them is just an artificial difficulty increase that goes against the actual design. But if it was added later in development as an addition to make the game more accessible to less skilled players that's great. I'd prefer a more uniquely designed game that's built around gameplay that assumed these systems wern't present.
The universal fast travel thread popped up again and its an apt comparison. You can play Skyrim without fast travel but it was designed with its use in mind and that's clear in every aspect of quest design and world building. Or look to the Arkham series, you can play the game without detective mode but it was designed around its existence and use.
The use of these kinds of systems can be a crutch to avoid difficult design problems. What kind of mechanics and gameplay systems would developers use if they couldn't use universal fast travel or detective type modes? I think the answers to that design problem will result in more intuitive, engaging, challenging, and unique gameplay experiences.