Big, seamless, user-modifiable worlds - that's the next big thing.
It's been the “next big thing” for 25+ years. (Look up ActiveWorlds for example)
The problem with SpatialOS seems to be that they solved the wrong problem. Contrary to popular belief, technology to spread tons of users across many servers is not particularly risky, assuming you have good engineers. However, to get the most benefit out of such as system, it really needs to be tightly integrated into your simulation and gameplay systems, and trying to put “sharding with merging" as a separate system on top, removes knowledge that the systems need to share. There was also BigWorld, which started out in that area, but realized they needed to integrate everything, so they moved to building an engine, and then tried to build a game, and then ran out of money.
There.com solved many of the same problems, including dynamic zone sizing and migration. The technology worked fine, and was used for military training for a while, and I think the game is still around, although small in size.
In general, you're going to end up with an N-squared problem, where N bodies all depend (directly or transitively) on each other, and N will have a maximum size for any implementation. You can optimize certain cases: the problem of “sports stadiums” or “venues” is probably best solved with people only seeing “heads” of people far away, and seeing actually-simulated entities only for “nearby” people, for example. But there's not that much gameplay value in building such a solution.
The real problems are almost entirely about gameplay. Why should people connect to your servers in the first place? For Second Life, it was, as far as I can tell, virtual strip bars. For Project Entropia, it was thinly veiled gambling. But if I want to hang out with a bunch of random people, I can do that in a real bar/cafe/sport stadium. If I want more control, I can either choose which people I hang out with (online gaming) or I can do it with text or video (anything from Facebook to WhatsApp to Tik Tok.) A general-purpose gaming world that's not “super great” at any one thing, but has a number of “passable” different activities, has no particular draw to any particular person.
Gameplay design for large, open, single-instance worlds is REALLY HARD, to the point of being an unsolvable problem. The only reason it “works” in the real world, is that we don't have a requirement for everyone to have fun at the same time in the real world – in the real world, it's acceptable that human beings have to give up their enjoyment to make a living.