And to add, what Im speaking to as a problem with the idea that worldbuilding is meant to "limit" gameplay, is that it is missing the point of why constraints are valuable in games, and conflating it with how the world the game exists in is built.
These are not the same thing, and you would be approaching this topic going backwards with the pedal bolted to the floor if you treated them as if they were.
Constraints are a part of gameplay, they are not separate from it, and the worldbuilding that arises from those constraints, if any at all, is not something you can incorporate backwards. You won't create good gameplay doing that.
Worldbuilding contextualizes, emphasizes, and reinforces gameplay. It does not create it wholesale because it can't, and as such to try and use worldbuilding to limit gameplay is just going to result in a dissonant, unfun mess.
But constraints, as said, are a part of gameplay. They are no more limiting than worldbuilding is, and that misconception is born in what I assume to be a misunderstanding of what gameplay is.