I'll fill this page in later. Sorry but other things took priority over completing every page in this site.
But there are some I'll note immediately as directly inspired by Myst and basically little indie love letters to the game like "The Five Cores", "Zof", "Haven Moon" etc - and some more polished bigger releases that have some Myst like qualities. I love some of the ways developers have hybridized Mystlike aspects with other mechanics. Blue Prince is sort of Mystlike+roguelite, Outer Wilds physics spaceflight+Mystlike, but also so much more (I loved that game!) and Tunic feels part Zeldalike+Mystlike in some of the puzzles. Then there are many puzzle platformers worth looking at even if that's a different category. Fez, Braid, Portal and other Portal-likes, such as Talos Principle 1/2, Viewfinder, Superliminal, Manifold Garden. Other titles have been sort of Mystlike in some ways from "The Room" [mobile game series] to the much-debated and sort of ultimately irritating/disappointing 'The Witness'. There were also a lot of early attempts to ape Myst's success like The Lighthouse, Obsidian, Timelapse, etc in the 90s and there's also much of the stuff that would be described as classic adventure games [third person] and some of those are phenomenal, in particular the likes of Grim Fandango, Syberia, and The Longest Journey.
There are other examples all over the place but that maybe gives you a bit of a start searching for puzzle games which do some clever and creative stuff. Won't outright recommend everything mentioned but the point is the classic adventure genre and the first-person Mystlikes still exist as a subset of gaming. The 'escape room' phenomenon as seen in the likes of Escape Simulator, is also puzzle based, and originated around the 2010s as someone thought to attempt to make a Myst-like experience in a compact real world space and that blew up, ended up returning back to digital as well. I've got my own commercial Mystlikes in development too but won't link to any of that on a fansite. I will note that often the process of game dev is a 'this but also that' process of combining and mashing up ideas to form something new. That's how creativity works basically, it's all combination of disparate things that others aren't combining, and the sort of weird alchemy of finding new combos that work pretty well. So there is, for example, a growing subset of puzzle adventure games now that went 'Myst like adventure but made by hand' which was done first by Lucasarts with the Neverhood in 1996, and since then has been revisited with games like Lumino City, Truberbrook, and Harold Halibut which is a very Wes Anderson sort of game but not made by Wes? And Dear Esther looking at Myst and saying it failed because it had hard puzzle design, and instead of simplifying the puzzles removed them entirely, resulting in the subgenre of walking sim - and debates about what was needed for a game to even be a game. Gone Home blurred that line heavily by including a few very easy puzzles and that has led to some dismaissal in recent time of Myst games as 'walking sims' when they're not just that.
Then there are more purist minimal puzzle games of the Snakebird sort where the puzzle design is all - there's no setting, story or exploration at all. I have some parts of the puzzle adventure possibility space I'm exploring right now and they are filling in a few very specific gaps in ways that I hope will be interesting and worthwhile. But we'll see how that goes. Again, won't post links but you can find my projects and artistic creations, with some digging. Even escape rooms now have their own walking sim likes, with the gorgeous Meow Wolf installations where the immersion in a lavish and strange setting is the whole point. And often there've been games where the mechanics aren't puzzle based at all but I still love the games and their atmosphere. I actually enjoyed games like Bioshock, Prey and Control where there's some simply... mysterious and unsettling vibe to the world presented. Or strategy games, sim games where there's either strategy or a sense of 'creative sandbox'. I enjoy modding. I am now making games too and that to me is a creative exercise as well as a puzzle in its own way, just solving the problems of how to build a game and get it to do what you're trying to make it do. That's a creative puzzle all of its own. I have ended up loving that but like many creatives I start a bunch of projects and rotate between them, and most move forward only slowly in fits and starts. Certainly it's happened here as many of these pages are clearly out of date.