To jump on the escort and NPC discourse for a little bit. It seems like this game could have taken a lot of notes from how valve software handles AI companions and "escort" missions.
Valve is beloved for their ability to balance the interactions and not make them feel annoying as hell. I think a lot of that is in having personality's that are not reddit tier, and actually giving these characters some degree of power. Alex can take on a couple zombies or soldiers by herself. she can die but you have to try to get her killed before it becomes a problem. In that way it doesn't feel like an escort mission.
Compare with this guy taking forever to kill a basic bitch enemy.
And Alex isn't there the whole game. There's large stretches with you alone in the wilderness doing your own thing and solving puzzles.
I'll give an even better example. There's a mod called Underhell for the source engine. Where your a dude that eventually gets sent to an underground prison and has to work together with the security guards inside. It has quite possibly some of my favorite NPC interactions and "escort" missions in a game. Without gushing too much, there's a moment halfway were you have to find civilians to save and bring back to a safe zone.
Now most games, you cant control the NPC, you hang on for dear life and hope for the best. Here? You can tell them to stay in a locked room while you clear out a hall way. Additionally you can point and command them to move to the other end of the room if something's coming. All very basic stuff, but it's staggering how that one minor addition makes a traditional escort mission infinitely more playable. Best of all, their survival is completely optional. Somehow that makes them much more desirable to save.
Heck even Zone of enders was able to pull this off better. You fly around in a mech death machine, with a bunch of fragile buildings and people around you. So there's this interesting challenge in trying to minimize causality's. But again, it's all optional. You have to purposefully shoot every thing to get the bad ending. Your enjoyment isn't impaired by the fragility of everything around you.
At the end of the day, There has to be enough balance between scenes where you interact with NPC's and moments where you are completely alone and drinking in the environment. Half life pulled that off, Underhell pulled that off. Even ZOE kinda pulled that off. It sounds like Metroid prime 4 did not.