You are cutting games way short. Not every game has collectibles and ice levels, and games that focus in story are not less of a game for doing so (maybe academically, but not how “video games” are understood by their audience).Games are a very varied medium, and not all of them need gameplay distinct from narrative. Hell, this conversation is in part how games without explicit narrative can generate them through gameplay.
But to your point, things like Yu-No, Stein Gate or Phoenix Wright lie at an end of the spectrum of games were their stories work wonderfully. As good as they can in a movie or book, just through a different medium and tools.
Getting further from the “pure narrative without meaningful interaction” you have stuff like Until Dawn and the games that spawned from it, where the Macha it’s are about changing the story. And again, those stories can really work (quality of writing is important here, but even Quantic Dream games can work okis despite the bad writing, much better than an equally bad written movie would, btw).
Further down you have stuff like God of War and Last of Us. AAA gamplay drive games where the story is the main attraction and, many, do they work well. Again, as well as an equivalent film would, or better. Although you need to make sure there’s as little dissonance between gameplay and narrative (LoU does well here).
If you get into the more gameplay driven games, the other end of the spectrum, you can even there structure an authored story that works despite the gameplay interruptions. It’s certainly less common, but there are instances. I think the story in Returnal works and adds a lot to the game for me. It’s certainly not the main attraction, and it might not be groundbreaking, but it it well told and effective.
Note how I have not mentioned RPGs here. I find most RPGs do indeed fail to find a coherent focus between gameplay and story, so I have personally less examples I found moving.
Edit: or what @malkav11 said