I can't speak for the 3 games in the OP, as I haven't played them yet, but I feel that many of the games in this era are designed around having these things on. While it would be nice to be able to turn them off and enjoy a superior experience, not every game is designed in such a way that having them off will do anything but add to the frustration.
Assassin's Creed was one game mentioned in here, and that's a good example of one where turning off the indicators and markers would really just waste the player's time, not do much to add to the immersion. Take Morrowind, for example: this is a game that didn't feature the now common "Bethesda compass", so quest-givers would direct the player to objectives by using actual directions in the dialogue, and then these would be recorded in your journal for reference. Because these directions towards your objective are integrated into the game world, the player can make due without the compass, and enjoy (imo) a more immersive game experience. However, more recent Bethesda titles lack this detail, so without the compass being on (or the place being marked for you on your map), players will simply be left to wander aimlessly until happening upon the location.
Of course, this does not mean every game fails to provide a meaningful experience with markers (or other aids) disabled. The Last of Us is always designed with the listen mode being off in mind, and this really shows on the harder difficulties where you can't use it at all.
It's really just a case-by-case basis thing. Some games will be just as good (or better) with them disabled, but others will be so much more tedious. At the very least, let's just keep hoping games will even include the choice.