Totally agree. I think Rise and Mystic Manor really use that system well… while rides like Rat and Hot Pursuit sort of feel… generic? Then obviously a lot of rides fall somewhere in between.
I think each trackless needs to have a distinct vision as to why that system is being used. You don’t want to fall into “we have a trackless template we can just plop different IP on.”
The approach should always be "This is the experience we want to create. What is the best ride system for that?"
It could be omnimover, or trackless or boat or... hanging from a ceiling or anything else but deciding on the tech first and then trying to figure out what ride to build around it is 100% the wrong approach.
That's what they do with IP referb/overlays and it always kind of sucks because it's obvious that the ride system wasn't built for the experience you're getting. Nobody should wish that to be how they build from scratch.
Of course, there are other considerations like hourly capacity and such, too but from a pure ride experience, you usually can't even see the track on an omnimover because of the continues chain of vehicles which has the ability to ascend and descend with relative ease (just look at Spaceship Earth for the best example) where as trackless seems to require an almost perfectly flat floor and lift systems for it to do much more than that. To me, the flat path, everywhere it goes is the immersion breaker that doesn't fit in a lot of themes. It might as well be a track, especially when you've ridden a few times and come to realize that trackless doesn't mean it's going to do something different each time.
Sure, your omnimover may be following a train of other vehicles up a staircase in the casa (just like it follows them down from the attic in Haunted mansion) but at least it can effectively appear to be going up and down the stars.
Now imagine if they were to combine an omnimover system with a basic tilt base for the vehicle so it could simulate different terrains, speed changes (a tilt slightly forward to simulate an increase or slightly back to simulate a slowdown, all while never actually changing speed since they're interlinked) and other effects. There would be logistics to work out like how this responds to things like ride stops for special needs access but I could also see them developing a modern system with certain cars being modular that could set up to not even require a stop or slowdown for load/unload with those folks.