From what I've seen, the only games where you stumble around blindly are games where exploration isn't directed enough or properly. By game lore, by ingame discussions, by ingame notes, by the very landscape, etc.
The only way no quest markers and minimaps works is if considerable design is put into subtly guiding the player towards something. Instead of unsubtly doing it by direct markers on the UI.
Of course, the bigger the game world the harder this all becomes. But even with a big world you can still section it off and have the player go through it in manageable chunks. But of course, this then has the effect of not allowing for a very naturalistic landscape. The natural landscape just doesn't function or evolve like that. But then the question is, is a naturalistic looking landscape important to the game and what the people in charge want to convey. For some it might be. For my most favorite ones in terms of exploration (FromSoft games), it definitely isn't important at all.
Personally I'd rather lean towards less guidance, even at the risk of some stumbling. Much better than having my eyes glued to the minimap and tracker, instead of on the landscape and surrounding.