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Or just don't bother -- but in that case, please do not bother us with fatuous complaints.
what exactly is not-a-sandbox?
Using such a technique is "compatible" with a sandbox campaign insofar as the sandbox campaign doesn't suddenly stop being a sandbox because you used it. But that doesn't mean that the technique isn't straight-up railroading.
Well, you are entitled to your opinion, of course. Speaking for myself, I've been gaming about 25 years, the sandbox game is essentially the game of my youth since that is how most non-tournament games used to be played, and I GM about 90% of the time. At least in my case, your speculations are off-base.
It's not laser precise, but meaningful choice is a good term.
The prize goes to the guy who arbitrarily redefines "sandbox" as something that cannot exist and so cannot be discussed in practical terms.
Riiight.
I don't like the word linear. Rather than "tailored" you suggested "directed". But then, I'd not compare "sandbox vs directed". I'd compare "player-directed" vs "GM-directed". After all, isn't the central issue who has control of the direction? This decouples that central question from the details of implementation. Sandbox play is player-directed, sure. But is sandbox play the only way to get player-direction? I am pretty sure it isn't.
If you said, "Sandbox play is strongly player-directed. I find that it gives in-game choices greater meaning for me," I'd be happy as a clam. Because that's a far cry from, "In sandbox games, player choices have meaning!"
"Meaning" is subjective. Moreover, the term is emotionally loaded.
Let me expand on this example. Let's say the PCs want to travel to Castle X. On the way, the road splits into the High road and the Low road. The PCs spend some time gathering info to discern that the High road is shorter, but also known to be more dangerous. The Low road is a significantly longer route but thought to be safer.
The PCs choose a road. Is it fair, in a sandbox, to encounter the party no matter their choice? If so, in what way is there meaningful choice in that game?
If a decision made in play cannot influence the course of events it is meaningless.
As it relates to the game world this is a meaningless choice. To the players, standing and fighting means something.
Let us say that the deity of the temple is taking note of events. If the PC's fight against all hope to protect the temple then the deity will be moved enough to return them to life. If the PC's flee the temple then they will be left to thier fate.
Now the choice is both objectively and subjectively meaningful.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.