Either you didn't understand my criticisms, or I didn't explain them well enough.
I (thought I) specifically criticized the OVER-abundance of player facing mechanics and feedback systems, which to me not only added nothing to the game, they actively detracted from my ability to enjoy pretty much any of the theoretically enjoyable parts of Far Cry 3 for me. The thing about the wallet isn't "story stuff", it's a fundamentally nonsensical system that doesn't enhance the game for me. The seemingly infinite barrage of UI elements being thrown in my face at all times (every single one accompanied by an obnoxious sound effect) isn't "story stuff", it's over designed garbage that adds nothing to the experience. The constant presence of a reminder of what the next critical path mission is, regardless of whether it's what I intend to do next, and the mission boundary system that explicitly works against the nature of an open-world game, isn't "story stuff" (at least not in the way I think you mean), it's a significant impediment to the potential massive strengths of the environment and underlying systems present in the game.
I don't want to have to assemble my own version of this game by ignoring 75% of what is being thrown in my face all the time. I'm happy to do that kind of thing with a game that will meet me halfway by exercising some restraint, but it increasingly feels to me like most AAA developers have absolutely no interest in doing so.