Provided one is not attached to the original art style of the other versions, it is a fantastic way to experience the story
It cuts a lot of Okabe's internal monologue, which I think is a negative for the game. You lose a lot of his internal conflict, which makes him seem even more insufferable at the beginning, and some incredibly memorable lines are just cut (like "Our souls fester like semem left to rot in the womb", which has stuck with me since the first time I read it).
However, the way the player is - if only marginally - factored into the plot through their phone interactions is enough to be immersed in the story and its characters from the perspective of one who ostensibly has some control over the narrative.
What it does do is make you make the decision, which is especially meaningful in a game like Steins;Gate where there is no real good decision here. It's very slight, but powerful. I think why Steins;Gate works is you can not do it and it continues on; it says "OK, let's see what that looks like" (granted, at only a few points, but those are the important points). In a meta-sense, you might know it's a fail state or bad end, but the game never treats it that way.
Once I'm satisfied that I've seen every route this game has to offer
Make sure you see the True End, if you haven't already. Unless you are paying attention (it's easy to overlook in 40 hours) or check the trophies, it's not necessarily obvious it exists (structural spoiler: it continues after one of the "character" endings, so it's easy to think you've seen everything), and is IMO one of the best moments in the entire game.