A lot of older games did prioritize graphics, but they also played a lot on art style.
I think a lot of it has to do with the fact that since everyone is going for super realistic looking graphics, or things are supposed to look hi fidelity now in the realm of AAA, your brain isn't engaging with it as much as it used to. They used to put pixels and triangles on the screen and your brain had to fill in the gaps. Every generation felt like a huge leap from one to another. In 6 years we went from the tail end of SNES to PS2. Firing up FFX in 2001 blew my damn brain apart, and it still does when I think about the context of it all and watch the opening cinematic. But now you NEED to look like that in your trailers to try and grab the mainstream audience. And you need to grab the mainstream audience because you, the company, spent so much money and time animating and trying to make everything beautiful. That's cool and all, but now instead of my brain filling in the gaps, it's going to be looking for what is wrong with it because we expect it to be perfect this day and age.
I think that's what made Expedition 33 shine a lot. The environments were so strange and obtuse, the character design was weird and memorable. The animations were different and had a lot of impact, and it's extra content was really tongue and cheek. But your brain was actively engaged with it. Different enemies had different animations for their attacks, and often sound would help you dodge or parry those attacks. But stuff was so different and strange to look at that you needed to engage with it to make heads or tails of it. And you appreciate enemy design because of it. It wasn't about making things look realistic or animating everything perfectly, you were drawn into it. The imperfections didn't matter because the game tied everything about being a game together. A lot of other games these days I feel like people are trying to judge the technical aspects, and it didn't feel like that with E33.