I'll grant you that 9:05 and For a Change are somewhat more modern: the former has easy puzzles, the latter very abstract puzzles.
I disagree new text adventures are not about puzzles and winning. They come in all kinds of flavours these days. Even games like 9:05 pace their narrative with traditional puzzles, meaning we can measure forward progress just the same. And to be fair, LLMs are so bad at these games that in these articles, I'm merely trying to get them to navigate the world at all.
If anything, I'd argue Adventure is a bad example of the genre you refer to. It was (by design) more of a caving simulator/sandbox with optinal loot than a game with progress toward a goal.