Notice what usually keeps you playing.
Do you return to a game because you want to complete its next objective, or because you have thought of something you want to try? Neither answer is better. They simply point towards different kinds of experience.
A game with few prescribed goals can feel freeing to one person and directionless to another. That difference is a question of fit, not a failure to appreciate the game.
Make a small creative rule.
If a completely open canvas feels difficult, give yourself one simple constraint. Use a small palette. Build around an empty space. Make a compact version of a bigger idea. A self-chosen rule can provide enough direction without turning the session into a checklist of chores.
Let a first attempt stay a first attempt.
It is easy to compare a beginning with someone else's finished creation. Instead, use the first attempt to learn how the tools respond. You can make something modest and still have a worthwhile session. Experimenting with a shape or a colour is a valid result.
Recognise when you want more structure.
If you find yourself waiting for the game to tell you what matters, a structured puzzle may be a better choice for that evening. You can still enjoy building and arranging within a clear set of objectives. There is no requirement to choose the most open-ended option.
Stop at a satisfying point.
Without a traditional ending, it helps to choose your own stopping moment: a small section finished, an idea tested or a design saved. You can return later with a new thought. The experience does not have to become an endless project.
Try a self-contained idea before a huge world. It is easier to discover what you enjoy when the first experiment is small enough to see clearly.