For me it depends on a lot of different aspects in a game, be it a "triple A" title or an Indie one. The one thing I really dislike [hate] about "streamlining" is when the developers take the time and resources to actually insult my [our] intelligence by adding glowing door knobs because we're apparently too dumb to figure out that we need to take "that specific door" to leave the room we're in to move to the next part of the level.
It's a figurative example, but I got a literal and very recent one that comes to mind from the game Killzone: Shadow Fall. Just look at
that video and skip to around 4 minutes. We can see that the enemy snipers gladly reveal their positions by making sure that their sniper rifles emit a clear-as-day red beam pointer at their target that of course the player can see. Do we need to take a moment to rush for cover after our teammate gets sniped and then try by ourselves to figure out the sniper's position? Nope, the developers think it's "better" if we don't have to think and just move our crosshair at the source of the beam and press the trigger. Not only that, but even the grenades that the player throws also emit a red light that shows the corresponding movement after being thrown just to make sure that the player remembers that he/she just threw a grenade, and not only that, but we also need to remember one second after we've thrown it where exactly we threw it just to make sure that we're not dumb enough to not recall we just threw a grenade only to have it end up falling back at our feet.
I could go back at Mass Effect 3's multi-player where a clear red grenade icon pops on your screen when the enemy throws one at you so you're not too dumb without said icon and can evade said grenade. Although, believe me, such an icon still isn't enough at times and people just stand there... come to think of it maybe there's some truth to that, but that'd be another subject. What about Saint's Row IV? There's a way to actually reveal all collectible items' positions in Steelport by showing them on the radar, reducing your "need to explore to find them yourself" by about 99%. All you have to do then is to just make sure to "move in the map" until it shows up on radar. Why? I don't know, saving some time for the 30 years-old busy father who doesn't have time to play and explore games but still bothers buying them? Not sure. But you know what, it's not recent. I also clearly recall 16-bit era side-scrolling beat 'em up games in which the developers took the time to actually point you toward the right side (or up, or down, or whichever direction you had to go) of the screen just to make sure that the player wouldn't be too dumb without said pointing arrow, or player would otherwise continuously walk against a wall perhaps wondering why the game isn't progressing anymore. At least some of those arrows had the word "Move!" inside it and the arrow itself would move or flash some light just to make sure... that or it was just a moment of inspiration from the dev team during development "hey, guys, let's give some style to those arrows!".
To me, streamlining isn't just reducing a game's features or making things "more simple" to "benefit" us (in the devs' eyes obviously) by not having to think too much whilst playing. It also includes blatant attempts at literally showing us the way and telling us what to do as a little kid being spoon fed and keeping a smile. Now with this said there's still a good number of games [devs] out there that try not to fall for it (for "streamlining"), or if they do they do it with some self-control and what I'd call "taste" (I.E. if it wasn't done to insult us but to genuinely prevent a game's feature from being essentially an otherwise waste of time). Unfortunately, however, I think that from what I've seen so far in the past few years those "exceptions" often happen
not to be those big "AAA" dev studios that we'd probably love seeing attempting it. It's fun to see Indie teams going at it (not all of them embrace complexity in their games by the way, some of them too streamline things to the bones) but the wishful gamers cannot rely on them only to expect less streamlining when the gaming industry in general demands profits. To achieve that the big studios (which usually overshadow the smaller ones) know what they have to do, but it's not necessarily what they want to do.