I do think you make a good point. The maps today don't really seem aligned withy the original vision and way to play the Survival Games gamemode. And I know from experience that it's hard nowadays to make a map that keeps the original ideals of exploration and survival that is well-received by the community. Vida Cova tried to bring back a feel of exploring, tense anticipation, and being thrown into the wilderness and having to survive, and it just wasn't popular enough to stay on the 24 player servers. Even if map makers tried to keep with these themes, it would be difficult to get enough support to make these kinds of maps popular again.
The way people like to play the game has definitely been changed, and I must admit that the way I like to play is that new way. I think the problem is that the fun of exploring wears off faster than the fun of action. Exploring a new map can be really fun, but how many times can you explore a large map before it starts to get drawn out and boring? Maps would need to cycle faster to make a game based on survival and exploration fun. Overall, the game has changed, likely permanently, although it's not necessarily a bad thing.
Another thing worth mention is people's want for "PvP areas" in the map. If you make a map with a lack of flat ground, you are likely to be met with this request. I feel like people aren't willing to think about PvP in a different way other than flat, lateral combat. But what about vertical strategy? Ambush tactics in busy, uneven areas? Once again using Vida Cova as an example, there wasn't a ton of flat ground to fight conventionally. But I always thought that that was kinda the point. Vines on the sides made vertical strategy an option, and corn had unique combat with water and a second level. If I remember correctly people didn't like that the map didn't have good PvP; to be more correct, it didn't have the PvP they were used to. I quite enjoyed fighting in unconventional areas, but others didn't.