Since we're talking about the cutscenes...
I've played the game enough times that I wish some of them were skippable, but a lot of times I kind of enjoy them for the breakaway. Metro Exodus kind of induces a different kind of stress in you than previous Metro entries, I think because of the openness. It makes the crafting side easier, as well as inventory management. But there's more here-to-there to negotiate in acquiring stuff (or even just getting where you want/need to go,) because you have these big semi-open levels with things that will come around sort of unpredictably and change how the whole run is going. Like... really! There are just so many chances for a random encounter to snowball into chaos and leave you really fighting for your life and expending resources that might leave you needing to take on even more risk than planned to continue. And you can always savescum... unless you play ranger hardcore, in which case you just have to adapt to what has happened to you. It's great

It's not like they leave you screwed in that. You can always bounce back, but it does a good job of holding that tension without you feeling like the game just hates you. But it does take mental energy.
I guess after a while of 'roughing it on your own' in the open world, it's nice to have a little context switch into some of the 'cutscene' passages. I think it makes the open-world part feel a little less cold, and it gives me a chance to take my mind out of that survival mode for a bit and recharge.
The one thing I will say... it starts kind of slow. The whole setup, I think is cool the first time. But it does take like... maybe a good hour or two of playing to get to the point where you are entering the first of the 3 larger open-world style regions where the bulk of the real game happens... and when you DO get there, the first things you do are pretty linear. You COULD just go and eff off anywhere on the map, but you really want to just do the thing first and let it cut you loose. Every region kind of begins with a more linear and traditional gameplay flow, and then opens everything up to you, before tightening down as you transition to the next region. The last level is the most linear, but I think the one classic Metro fans will like the most. Novosibirsk is absolutely worth playing to reach if you are a Metro fan, and that's all I'm gonna tell you about it.
Exodus is damned good in the 'feeling it' department, in general. I'm talkin gameplay, I'm talkin exploration and atmosphere. It has that stuff on lock. To me, the story stuff is really only a small part of the net experience. It's all good and memorable, but it's the experience you have with the rest of the game that I think actually makes it work. It's like every element resists everything you want to do in some way, but never does it feel like there's NO way to manage. The level design is great, as is the visual design. It has all of these tense dynamics meshed into the environments that make you never want to stop focusing on what's around you - because even when things seem quiet and peaceful, you are training on hazards. It starts instilling this pretty much right after you finally get to explore the first region freely. It's hard to ever feel fully confident out there. So often, you just feel exposed. I think they really nail that feeling, without totally stealing your sense of control and agency. No... the world is unpredictable, but when things go wrong, you still know you messed up... BADLY. The sense of that sticks with you, and I don't know how they do it. And it makes the story feel so much more real and impactful. All of these people are badassess, you know? But the outside is new territory, and nobody simply EXPECTS to survive. Things are dire for them on a rare level for anyone alive in that world, and story and gameplay both convey that well. It's a death mission, and it feels like a death mission regardless of whether you are with the other characters, or alone in the wilds.
It really sells the whole post-apocalyptic Russia setting, you really feel like Artyom. And I really DON'T think Artyom feels like a badass. I think he is always worried and conflicted. Strong-willed AF too, but his predicament is really relatable, and really doesn't require the story parts. It's something you also sense in the gameplay, and encounters in the world. I think he just cares about his people, and showing everyone a better life. And he knows he must survive to pull that off. And you know that too. If it doesn't hit you in the story, it hits you while playing... how serious making the wrong moves can be is kind of always there in the back of your mind, especially on the ranger difficulties. You have to ask what its worth, because it feels like a lot. It's really rough out there. Nobody can be out there without a solid purpose. You just die, or lose yourself. And then, on top of that, you still have to make decent moral decisions, can't jeopardize yourself or your crew by getting impatient. As you explore these environments, you can learn about the different people and situations happening there... by looking around, reading notes, listening in, etc. It really does a lot to make you wanna go "Where am I, and what is this place about?" And that then factors into how you experience the little dungeons and enemy encounters you have. It kind of just... it has that 'soul' to it. Things feel like they matter, even the trivial stuff.
I've heard people say this is the hardest Ranger Hardcore in the series. I tend to disagree a little with that. I think they actually tried to make it more accessible, but that actually throws off the vets. I think in general, the simplifications made to some of the systems, made the exploration flow really intuitively, while still demanding that constant attention that reminds you this is a 'run' that YOU are managing at all times... a run that will never let you just relax. If anything, you are just freer to experience that in Exodus, because it holds your hand less and leaves a lot of decisions in surviving and exploring to you. You really don't spend a lot of time following people around. And there's nobody bailing you out if you just wander into something you weren't prepared for. They give you the rope to hang yourself with. Just has a way of making it all very immersive, on a mental level.
Basically, if you brain conks out on Exodus, you just die a lot and get lost lol. Characters will tell you stuff, but there's no real quest guide, and waypoints are spartan by modern standards, with no fast-travel. So every little thing is an endeavor invoking your own inner will to plan to survive, you have to weigh up what the little missions you come up with to embark on are worth in whatever state your character is in. And that comes from all of the different cues I've been dancing around in this post. I just think it all comes together really well for what is a rare experience with immersion in gaming. You can't survive the Metro Exodus journey without being fully invested in it yourself. It doesn't have that chill, and that's part of what sucks you in. And yet, it avoids virtually all of the tedium you can find in the survival genre. It's the right kind of 'survival-lite' in just the right setting. You get to soak in the incredible visuals and atmosphere, without forgetting how dangerous it all actually is, which only makes it feel that much more real and grand. The game is actually tiny, relative to the 20's standard for open world games. But everything feels big and significant, foreboding yet inviting...
And again... the cutscenes are arguably a small part of this whole deal. A lot of Exodus's best storytelling is more 'atmospheric' in that the story of the world itself that unfolds during the actual gameplay-heavy parts are what make it real. Most of the cutscene stuff can just be walked away from, and you can still have a pretty deep experience. You'll just miss out on learning certain things about the main mission, or different side locations. Often, the way you transition into dialogue and 'safe' sections is compartmentalized into the open-world exploration loop in a way that just makes it feel like part of your exploration. Like, you still fully control Artyom, can just leave that person there talking to themselves lol. The actual 'locked-in' cutscenes are quite rare by comparison. But you almost don't want to walk away. I weirdly find myself wanting to 'respect' these NPCs and just let them talk, just because of what they add to the whole vibe of things and how well it actually blends into the gameplay loop. It's so different from other games with more obviously integrated quest systems. You are actually always doing quests and having encounters with little dialog sections, but it doesn't feel like you are because of how they structure and present it. THIS, I think is really important, as most open-world games are getting it wrong and it never feels organic. Quests in Exodus are so organic you barely know you're on them half of the time. But it's not like Elden Ring where it's almost impossible to find/do them without a guide.
I will also say... it IS still a Metro game and has Metro clunk and bugs. But if the other entries didn't deter you, Exodus probably won't either. It is still the most polished and refined entry to date. I might even argue it's one of those games that people who are into video games as a whole play, just to experience that part of the zeitgeist. I think experiencing Metro Exodus enhances your understanding of games, teaches you to appreciate different ways of approaching the elements used in these types of games, because it just doesn't play like any other open-world hybrid out there. It keeps that Metro identity, and in doing so makes for a very unique and refreshing open-world experience, because 4A has never had fully 'mainstream' sensibilities. It shines so well in Exodus. It's an innovative game. When I play Exodus, I remember why I love gaming. I remember being so excited when it first came out. It really felt revolutionary to me, even in spite of the dated elements such as the lacking NPC animation and distinctly old-school movement and general traversal. The ambition is on-point. It's an exceptionally well-crafted experience, in spite of its flaws. I think that 4A knows those flaws just as well, but also understood what 'scope' is in development, and didn't get caught up on the little molehills. That stuff improves a bit with each release, with the rest of the focus on sticking the most important parts with full investment. It's hard for me to look at the flaws the game does have and say they are slacking. More like... they maximised what they already had in order to focus more on really fleshing-out the big changes they wanted to pivot to with this title, the things that needed to stand out about it. What you never get to see are the bigger problems that were fully solved on release because of that.
I wouldn't say Exodus is a particularly long game. It can be, I guess depending on how much exploring you do and how efficient you are. But I did 2 of 3 of the open-world levels in an afternoon, skipping very little. The levels aren't exactly huge. It's more like "What if we took a linear level, opened it up, and then made it 8x bigger?" You can find and put yourself on fairly linear paths that will make the game progress more quickly. Sometimes, I actually wish it was longer.
I could really go on and on. Sorry to dump basically a whole review... I was taking some guesses on what you might be worrying about and wanted to point out some positives that might help you recognize those issues as perhaps being less relevant to what the game is actually trying to offer. It is a whole package with different elements converging on the same general feel. Not everything always works for everyone, but I think for most people, whatever hitch you snag on is worth looking past, as there are definitely still going to be elements that will work on you in a memorable way and make it all worth it. Metro has never been the most accessible series. But Exodus is by far the most accessible of them.