No clue about how to handle this in games with more free flowing types of movement or where the player has to interact reflexively to objects moving in the environment, but an idea came to mind for traditional top down RPGs where the player moves on a strict grid that has a fixed orientation.
Consider a playstation style controller with duel sticks and two pairs of shoulder buttons. The left stick moves your character as normal while the right stick moves a screen review cursor. Depending on configuration, the game will read the kind of tile under the review cursor, perhaps it's screen position, and with commands mapped to the shoulder buttons, you can get extra information.
Using a game like pokemon for example, the review cursor might identify things like ground, grass, tree, fence, wall, person, or item tiles, and pressing the more info button on a tile might provide info like:
Ground: whether the ground tile is paved street, dirt road, sand, short grass, stone, tiled floor, etc.
Grass: Whether the tile s normal tall grass, extra thick tall grass, swampy grass, etc.
Tree: whether it's a small tree, part of a large tree, a cut tree, a headbutt tree, a honey tree, etc. ANd if part of a large tree, how large the tree and where in the tree the tile is(e.g. ne corner of 2*2 tree)
Fence: whether it's a wood fence, stone fence, chain link fence, etc. Perhaps also saying whether it's vertical or horizontal and how long it is. Perhaps similar for walls.
Person: which direction the person is facing, and who they are if it's a character with a unique overworld sprite the player has met or the trainer class if its a trainer type the player has faced before.
Item: Well, in pokemon, there's no real classification, but for other games, it could be things like different classes of treasure chest or similar.
And perhaps other toggles for a game with such could include the option to keep the player in the middle of the screen and scroll the world by one tile everytime the player moves or to break the map into screens and whenever the player steps off the edge of the screen, the player moves to the far edge of the screen as the next screen of the world comes on screen, and a toggle between screen coordinates being relative to the player and relative to a screen corner, with several options for how coordinates are read(e.g. raw ordered pair, distance up/down/left/right or distance north/south/east/west). And I suppose the options to use the d-pad and face buttons to move the player and review cursor would be useful too. Of course, ideally, the descriptors would be short(I tried to stick to monosyllabic words in my examples, though no idea on monosyllabic synonyms for person and item) to minimize how long it takes to review the screen, and ideally, you'd want some logic for identifying large objects(e.g. perhaps a wall tile is the southwest corner of a 4*4 building), which could get tricky if the world isn't entirely made of rectangles... and for Pokemon, perhaps walls, fences, ledges, and other barriers could be grouped under the same category(part of the idea is to start with high level where the player can and can't move data, but to get into scenic details if the player is interested, and this post is mostly me brainstorming in public). And another idea is for the review functionality to be a toggle where the game is essentially paused in review mode.
Though I agree that there is no one size fits all solution, and it's probably better to err on the side of including too many options for a blind player to gather information about their surroundings in-game.. and I confess, I don't really have any experience with any of the methods mentioned that have actually been implemented in a named game.