The OP mentions TLOU so I'd like to throw in my $0.02 about negative linearity of that game as opposed to other games. I can only speak to the first half of the game.
First, I would agree that most games are linear. So when people are complaining about linearity, instead of imagining fedoras we should perhaps be imagining exactly what it is this person is really complaining about.
I think this can be pretty generally summarized as the ability to do things besides move forward in the story.
In my experience with TLOU, there was nothing to do but move forward and there were very few places to go. I would run off to the side whenever I could but very rarely felt rewarded for doing so. Unless looking at pretty roadblocks is a reward in and of itself.
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Compare this with a game like Tomb Raider 2013 or Final Fantasy X, which, to be fair, also receive their own share of linearity complaints. However, one can make arguments as to why they may get passes where other games are condemned. Tomb Raider grants challenges and Tombs for players to do if they want and, more importantly, allows them to backtrack to previous areas and dick around if they feel like it. You can run back down the hallways of Final Fantasy X all the way back to Besaid for a large portion of the game if the notion takes you. NPCs have different things to say to you, Blitzball is available, and you can even just run around grinding if the notion takes you.
It isn't really a question of linearity but of how much agency you have to play the game on your own terms. How many ways can you get somewhere and how many things can you do if you don't feel like going there quite yet? Many people don't enjoy being shuffled down a straight line toward the next encounter.