I agree. But what is the artifact? How do you establish its importance? The best part of exploring and doing a chase is the build up. How do you create build up without an inkling of history or what the artifact is? You do that with a cutscene. I'm not saying the game should be nothing BUT them, but the idea that, in 2013, we should be striving to emulate games from 1996 in this regard just feels backwards. I LIKE how in Uncharted, I'm told about some awesome, rare artifact, the mystery behind it, and then going on this grand journey to find it. If applied correctly, it SHOULD make exploration and the journey through tombs that much more personal and exciting.
It's like saying Indiana Jones and the Raiders of the Lost Ark shouldn't spend time explaining what the fuck the arc is to those ignoramuses out there. It helps build up the tension, and when Indy finds it, all the sweeter.
If someone just wants to play a game without cutscenes, just read a book at this point. Interaction without context is almost meaningless. Why would I want to be dropped in a tomb without any explanation? That also assumes Powerslave doesn't want dialogue. Story is not the most important element of gaming, but it's still hella important.