Infocom games were nice and all but modern IF is where it's at. The genre moved forward, there's better design, better stories, more interesting mechanics. Gigantic labyrinth worlds that you can't win because you missed a one-time chance to pick up bubblegum in the first area of the game isn't something that is done anymore.
This is what I said in peer post a few hours ago. That's because the genre has been critically analyzed over the past 50 years.
Although the "click the keyword" modern I.F. really doesn't do it for me. I prefer the open-ended interpreters.
There is a doctoral thesis on this called "Twisty Little Passages". It discusses several "fundamental laws" of I.F. that were derived from the Infocom games of the 70's and 80's, such as your "bubblegum" complaint.
[1] https://www.amazon.com/Twisty-Little-Passages-Approach-Inter...
One existential problem for the genre is that you really need a physical keyboard -- while the awesome "80 Days" can get by with limited choices, anything parser-based really feels crummy on a smartphone or tablet.
In principle because content generation has slowed down so much it should finally be possible to play everything good. But I don't have a good way to curate a backlog of the IF games I've been meaning to try.
The way I tend to play IF is somewhere between reading a short story and toying with a puzzle, or maybe a bit of something else. I'm happy to lean on hints or walkthroughs to get through content faster. The experience is unique though I wonder if I'll ever bother to introduce it to my kids?
There are absolutely standout entries in the genre, both big and small, that struck some kind of narrative chord and for which the memory of playing is very clear to me ("Vespers', "Anchorhead", "The Meteor, the Stone and a Long Glass of Sherbet", "Photopia", "Shade", "9:05", "In The End", "Christminster", "Theatre", "Curses", "Jigsaw"). It'll be a bummer if these things ever totally vanish.
Some of the mobile interpreters try to address some of the keyboard issues - with frequently used verbs &c. as composable buttons. Though given the fairly short input of traditional interactive fiction I'm not sure why it should be much more of a problem than say texting (and indeed one of the mobile interpreters even has a text-message type layout for interaction).
(See Text Fiction: https://textfiction.onyxbits.de/ )
The IF community maintains IFDB, and a list of the top 100 games. https://ifdb.tads.org/viewlist?id=k7rrytlz3wihmx2o (It can take a full minute to load; be patient.)
All of the games on the list are delightful, but a newbie can't really be expected to finish any of them without hints. Luckily, almost all of them offer gradual hints, either linked from IFDB itself or in-game with a HINT command.
Photopia leans towards the "fiction" end of "interactive fiction". It's very short and accessible.
I fully agree that modern IF is vastly better. I have commented on related threads here before that Emily Short's work has freaking blown me away. I'll take her games over any modern 3D game any day.