To be honest I have this issue with the idea of exploring malevolent seeming enviroments without any real weapons, especially if you go there by choice, or are given the obvious means to improvise weapons in the enviroment.
I get what guys like the team behind "Amnesia" and "Dear Esther" are trying to say in their respective works, and wanting to explore the world and generate creepyness through vulnerability, but it just doesn't work for me, and when it comes to what amounts to little more than a tour and walking around an enviroment, it gets kind of boring as well. It's even worse when your talking about "Dear Esther" where the whole point is that it's just wierd for the sake of being wierd, without any genuine meaning behind anything.
That said, if the guys behind "Dear Esther" were to team up with say Bethesda to do some of the dungeon/region/landscape/town/whatever designs it could be pretty epic. Bethesda is already into having all these little stories in the areas you visit and I'd think Dear Esther's team could do something epic with that, leaving the actual gameplay aspects in the hands of a team dedicated to them.
To be honest I'll also say that I suspect half the reason for wanting to say remove the guns from STALKER in making a game, is that it takes a lot of work to develop a combat engine and custom models that can be fought and everything. Not to mention that it takes some clever design to have serious combat and still encourage a lot of enviromental awareness, if you were say fighting off wandering zombies in "Dead Esther" you probably wouldn't have noticed half of the enviromental stuff put down and the various details the game is built around... as ultimatly nonsensical as they happen to be.