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One exception I know, is Toki Tori 2, which I learned about from a Game Maker's Toolkit video https://www.youtube.com/watch?v=084BUNlI7Gk Even Mark Brown highlights that most metroidvanias are kinda linear (before the final hours of course). I haven't played Toki Tori 2, but I'm interested to see how it handles the unlinear design.
Ori ATWOTW has a part, in which you can complete four areas in any order, so the game is a mix of both linear and unlinear design.
Seven Sirens has lots of improvements over it's predecessors, but it's still built on the retro-like foundations of the first game. It feel a lot "older" than some more modern style games like Ori and Guacamelee. So I think WayForward didn't want to stray too far from the series roots. But I hope they do that in the future, adding features like more modern physics and making the game more open from the beginning.
Since I'm on the topic, one dated thing that bothers me is the hair whip. It's collision area is so narrow, that it's common to miss hits on certain enemies. Also the attack should have a few different animations depending on how many times you hit consecutively, it would look a lot cooler.
I don't like the idea of giving all abilities from the start (with exception of NG+) because a big appeal of metroidvanias is growth of power and abilities. If you remove that, the game will become a lot more monotone and reduces replay value (routing doesn't matter anymore).
Metroid would be good for common knowledge since both that and Castlevania basically created the genre. Though I'm more interested in Symphony of the Night than Super Metroid.
I know about Rabi Ribi, but forgot about it at one point. I'm a bit unsure about it because of the bullet hell features. Still interested to see how it handles non linearity.