Doom2016 indeed is a an example of a modern FPS taking more retro mechanics and having success.
I think this is highly underestimated : the wow factor achievable if the human resources poured into the crafting all the stuff needed for impressive modern gfx were poured into doing more with less a la Quake1.
You got to think the scale, detail and polish achievable. Of course there would be no reasons to have any limits on level size, number of brushes etc, not for the purpose or silly-level acrchitectural detail but rather gigantic maps
Imagine this kind of stuff http://quaketastic.com/files/jam9.png
on an insane scale, where you can see off kilometers into the distance (using modern gfx power for high render res and max AA etc to keep all that lovingly designed crisp detail as much as possible)
These AAA level human resources can be busy with scripting actual events in the distance while you make you way thorugh the episode sized level, eg enemy and friendly forces fighting far off in the distance, actually happening in level in engine
I think that in todays almost bland me-too AAA eyecandy gfx this would actual have a much higher impact than classis "gud gfx"