Obviously, yeah. I didn't want to write out all the sandbox/campaign notes, because that would take WAY TOO MUCH effort for this thread.
And I guess my distinction would be as follows:
A bad linear adventure renders the players irrelevant. The outcomes are pre-ordained, and what they do has basically no impact.
A good linear adventure has a set path, with plenty of stops along the way that are pre-ordained, but what the players do and how well they do it still matters.
A non-linear adventure has a set goal and a tighter focus than a sandbox campaign, but lots of freedom in achieving that goal.
A sandbox game is complete freedom.