I disagree that zones and seamless is technically the same difficulty level. As your examples are all MMOs and zones vs. seamless is a typical MMO-design decision I’ll assume you are referring to multiplayer games.
With zones, it’s very easy to manage scope and load-balancing. Players in the same zone are usually on the same physical server or server “instance”. You may still further optimize scope (e.g. based on distance) but you always only have to deal with the players in the current zone. When a player leaves a zone, there’s a transition in which the player cannot interact with anything or anyone. And that’s what makes things really simple. I don’t know about current games using zones - but in EverQuest one way to escape a monster was by running to the end of the zone. The monster can’t follow you. Problem solved. Immersion broken 
Now try that in WoW 
So, implementing a zone-based world is comparatively easy. AFAIK, usually, a seamless world in reality is just zones the player can’t see. You need the zones for performance / scaling reasons. Of course, there’s all kinds of alternative approaches one could think of, each with advantages and disadvantages. But what you’ll always have to deal with is a much more complex system. For example, when you have actual zones that are just hidden from the players, think of player A starting a trade with player B at the edge of the zones. As the world is seamless, they don’t even know there’s a zone transfer going on while the travel. Now, what has to happen on the servers is that the server serving zone A has to synchronize with zone B, so what you really have is a distributed transaction (which requires complex protocols to be handled safely). It’s much simpler when you can go with the assumption that only players in the same zone can trade items because usually, the server state can be in the same physical memory. That way, you have much less surface for exploits.
If you look at WoW, you’ll see that they do have zones; they are just not obvious to the players because the transition happens seamlessly. What you see is that usually, there’s a small pathway going from one zone into the other. By designing their world that way, they reduce “nasty cases” (it’s simply much less likely that a lot of players suddenly run from one zone to the other, doing trades and fighting monsters all at the same time causing major synchronization overhead for the servers).
So, from a developer perspective, I’d say seamless is much more challenging than zone-based and introduces a lot of complexity and risks.
From a player perspective, I see zero use for zones. It’s just annoying. It’s okay for instances because there, the “stop, wait for loading and connecting to instance server” serves the purpose that I know “ok, from here on, we’re just us, no other players”. It does break immersion but it’s at least useful information.
The examples given (scenic views with special lighting that only plays the full chord when you’re coming from a specific angle) certainly make a lot of sense - but by proper landscape design, you can easily achieve the same result (simply have a small pathway to that spot and prevent the user from coming any other way).
So in the end, IMHO, it comes down to how immersive you want your game to be. Obvious zone transfers do break immersion - but it might save you lots of headaches during implementation.