No, it operates on a different level. In adventure games the gating is on the knowledge of specific puzzles, while in The Witness the gating is on general mechanics, so instead of being applicable in a single situation the things you learn in the Witness are applicable generally. A much closer analogue would be Toki Tori 2.
A representative contrast would be the way you can finish Myst close to beginning it versus its equivalent in The Witness. In Myst it’s triggered by setting all marker switches except for the dock’s, which is impossible to infer from other puzzles, you have to be outright told about it. In the Witness the path to exiting the island must instead be inferred from the existence of the obelisk puzzles, which themselves have some mechanics that can be inferred to make them easier (using the obelisks to locate the general puzzle locations and directions) and also are “taught” to you in general principles communicated by the regular puzzles (they’ll burn that circle and line pattern into your mind and tech you to boserve your environment in new ways) and the island’s predilection for optical illusions. Then depending on your path you’ll either go through a reset based through the elevator or, having understood the idea of depowering puzzles, will figure out how to close the sun gate. In all that the only puzzle-specific clue is the sun door combination you get from the underground corridors, and it’s optional. Mechanics vs puzzles.
So in the Witness you’re really being taught general puzzle mechanics, a puzzle grammar of sorts, through successive examples, like a videogame version of the close encounters of the third kind’s mothership or, really, the way jumping is progressively taught through examples in Mario. At the most basic level, it’s illustrated in the way many puzzles have multiple valid solutions, and you can redo them at will. It’s not so much interested in your solving the puzzle as it is in you understanding the accompanying mechanic (and then it can deploy its bag of tricks related to how it’ll gate you using puzzles that deliberately only can teach you an actually incomplete version of a given mechanic).
The closest to this that you encounter in Myst is the sound cues in the subway which you have to infer from the rotating fortress, but even that only applies to a single puzzle.