So I should just delete all of the stuff that makes them interesting? Bridges, snow, and chokepoints aren't the problem. They're fine when done tastefully, but are obviously bad when used in abundance.
Edit: This map has deep snow. I've put an ungodly amount of hours into it, it's my best supported, highest-detailed map in my workshop. Guess I should just delete it. /s
Aside from my bad manners your example is 2v2 map and we discussing 4v4 maps here.
Deep snow brings a lot of imbalance into 4v4, just because deep snow allows okw players rush and cap important points even more ahead of Allies (kubel as well as sturm pios unaffected by rough terrain). Not to mention deep snow is extremely frustrating even without OKW presence, slowing troops and putting them into danger of being wiped on retreat (another advantage for Axis thanks to their superior long-range dps), limiting flanks and grenade dodges. It is horrible mechanic, everyone hates it so as blizzards. All 3 most banned 4v4 maps were either deep snow or thick mud which is re-colored deep snow (City 17 winter, Rostov, Hill). All of them removed from automatch for further improvements.
Tunnels nightmare for 4v4, because retreating tanks always risk to be blocked by team weapons or other tanks and lost as a result, and there a lot of tanks and team weapons around in 4v4. Undeserved tank losses bad both for gameplay and even more frustrating than deep snow. For example, on Ettelbruck even hmg can block tank movement on straight street between middle and right vp. Not to mention, again, limited flanks, ease to cover whole tunnel with just 1 at gun and extended potency of the mines due to chokepoints.
Bridges across deep rivers without a lot of alternative crossings even worse. Bridges have all problems of tunnels plus when you pushed away from them, it is gg. Regaining territory behind bridge is near impossible thanks to demo charges, mines, and near-dead bridge health when they reduced to very little hp by at guns/tanks ground attacks to blow bridge instantly with one more shoot when needed. Imagine Steppes with 3 bridges and deep river around bottom victory point. Whoever takes their opponent bridges first and covers them with mg, and later by mines and at guns, wins whole bottom for entire game. Who would play this map with such changes?
From my perspective, all 3 of those instances is just bad design which should be avoided. I am not a map maker to point you what is right and what is wrong, but i (may) have some understanding about influence of map design on 4v4 games flow.