I agree with a lot of the folks here that exploration, remembering previous locations, and backtracking are key, core, features of the genre -- and that if you don't like them, you probably won't like the genre. (BTW, most earlier
Zelda games are also "metroidvanias", just with an overhead perspective instead of platforming perspective, if you think about it!)
That said, some games are only bordering in the genre and have them to lesser degrees.
Hollow Knight, for instance, early on you can go anywhere and get to something. It's very well-crafted that way that there's always somewhere to go. But, by the end, you have to be thorough about going everywhere and filling in the holes. You can go pretty long and deep without backtracking and is super non-linear. But, in the end, you do have to hit the points and do a lot of backtracking to areas once you start exhausting your areas you could get to without unlocks.
Let me make an odd recommendation here
Epistory. It's a Zelda-ish game with an abstract story that uses typing as its combat resolution in novel ways. It's a really good, often overlooked game. Why does it come up here? It hits a little on the "metroidvania" elements of making mental notes "when I can burn down logs, I should come back here" and so on. The world is a joy to explore. It's pretty quick to get around (even faster later when you get teleports -- something else usual to the "metroidvania" genre). Additionally, a lot of the story-progress map unlocks are "points" based, and you can get points in a lot of ways.