Joe Rohde, I believe, once made an Instagram post where he talked about what separates truly great themed entertainment from something that's just "fun" - "fun" is a wonderful thing, but it's also something you can have anywhere; a simple plastic toy can be fun, after all, and you can get a yo-yo or something for a few bucks. But if you want me to spend multiple thousands of dollars on a "themed experience", you need to offer more than that - if I can just have "fun" at home, then I need a deeper reason why I'd be willing to part with my hard-earned money to travel to muggy Florida and spend time in the environment you've created.
That impetus to spend the money and go to the theme parks is partly generated by the rides, yes, but the rides are more often the direct source of fun; what sets a great theme park apart is, though, is the attention to detail and the small, sometimes barely perceptible choices (sight lines, kinetics, color palettes, music, tactile choices for surfaces, layouts, costuming, construction materials, something as simple as period appropriate lighting fixtures, etc.) that transport you to a different place and a different frame of mind. Once you've got that, you can sell people on just about anything your park will offer, like original ride concepts or things that don't involve "just slap that character's face on it so it'll sell." I kind of point to something like the Guardians coaster for this: lots of fun, for sure, but not something particularly transportive.