This strikes me as very much like the game Myst - mostly exploration and adventure, maybe some puzzles thrown in there. If you don't have puzzles and only have the craft-stuff-to-unlock areas technique (which I actually rather like, by the way - provided you over enough ways to use it well), then in order to make the player WANT to move between the different areas you are going to need story.
A good, compelling story can give the character motivation to go pretty much anywhere. It can also help provide more gameplay itself, when certain puzzles incorporate elements from the narrative. Maybe you're looking for a lost family member, or a disappeared deity, or trying to find the secrets behind KFC's original recipe. Whatever. I'm sure you could find a way to match lots of story types to the gameplay.
So, obviously that's different than needing another gameplay mechanic, but I really think it is your clear choice here. The majority of other "fixes" will drift you closer to an RPG, which you do not seem to want.