Pathetic strawmanning dude, c'mon.
You're missing my point completely about usability issues caused by the lack of consistency in what you can/can't pick up -- or just conveniently ignoring it. It's easy to take the "keep it the same" stance when you're ignoring the problems it causes.
Also, "free-looking" in the original games wasn't good. You had to wobble and zoom around like a drunk until you snapped onto something, which was usually not the object you expected to lock onto, and only then did it control in an acceptable way by removing the element of 3D control.
In Shenmue III you can just walk around naturally in first-person, look at objects and click on them. You retain your freedom of movement and it's sooo much better, but part of why it works well is because the markers provide 2 vital bits of information: your currently selected object, and if you're close enough to interact with it. Without that it would be more frustrating. And I don't think swapping from the analogue stick to the D-pad and tapping directions is an elegant solution at all. It makes it feel like you're just selecting items from a menu.
As I said before, I'm fine with an option to remove them if that's how purists want to play, but I totally appreciate that newcomers to the series, or just people that haven't played Shenmue a hundred times, will benefit a lot from the markers being there.