Speaking as a player who enjoys being the curb-stomper in a curb-stomp battle, I do not see that as ruining fun.
As to the sense of aimlessness and lack of consequences, might I suggest "side quests" turn into the main quest line in a sandbox game, with the side quests they do leading to the consequences of their actions opening up new quests in the same area that draw them back there if they follow them?