Well, any part where control is taken away from you can be considered a cutscene. Even that burp example, technically, is possibly not a cutscene, since your actions are still affecting the game.
I used to hate cutscenes. Years ago, when cutscenes looked better than the gameplay graphics, it just broke the immersion for me when I juxtaposed the visual quality of the real-time graphics with the prerendered ones. It helps a little nowadays as things in cutscenes look the same as they do in-game, with just added dramatic camera angles and music.
Whether I like them or not depends upon the context (I'm not rascist against cutscenes, unlike you). Mass Effect was fine in that respect as most of the 'cutscenes' were conversations where you actually took part. And the rest of the more action-packed ones were short and not too intrusive, if not downright entertaining or cinematically suspenseful (especially the parts where Joker was saving himself from the Collectors and bickering with E-D at the same time).
But yes, the most powerful story-telling devices come in the form of environmental story-telling, not cutscenes. Case in point, Half Life 2. The beginning, where Breen was broadcasting his speech, didn't force you to stand there and listen to him - you did it on your own accord and got the overarching situation right at that point. A set piece became an effective tool of exposition. Or how about Ravenholm, where just beside an anti-Combine poster, lay a head-crab missile.
But my favorite has to be Portal's *raises Flameshield 9000* 'the cake is a lie' portion. Previously, the player's goal was to simply solve the puzzles and get to the end. But that simple piece of writing changed the context of the player's view entirely. After that you just don't solve puzzles - you actively look for an escape. And that entire mind shift was done without a single line of expository dialogue, let alone a cutscene.
But of course, you can't go without exposition completely. Half Life 2 isn't entirely successful in that respect. For example, when Alyx first takes me to Doc and Barney, I didn't listen to a single thing they said. I was too busy teleporting pineapples.
On the other hand, Bioshock provided much more compelling narratives with the numerous audio diaries, and - wait... what were we talking about again... ?