I think they really wanted to push the whole "Breath of the Wild" motif to the limit, as the game the game in general have almost no significant interior locations
The shrines were simply suffered from overabundance
But one thing I liked about them is that they broke Zelda's dungeon mold
As anyone that played any previous 3D entry knows, Zelda has a very "puzzle box" design to it's dungeons
Which while can make for some outrigth masterful level design, their replayability also suffers too much from its linearity
Even a truly excelent game like Majora's Mask is unfortunately a kind of experience that one should only replay after a couple years, to make sure one doesn't immediately remember the solutions
With BotW though, alot of the shrines didn't rely on the traditional design methods, they simply dropped the player in a space filled with some interactable objects, and gave the player a goal to reach
And in those shrines the solutions weren't "fixed", as the player could make use of the extremly versatile gameplay mechanics of BotW, and come up with alot of different ways to reach the monk
Honestly, of all the drastic changes BotW made, this one, was perhaps the most curious, as Zelda was always famous for employing a very unique style of level design to their levels
Hyrule Castle is perhaps the best example of this change
4 automatons were essentially ultra-shrines
They were short in legth compared to previous games sure, but I would still call them proper Zelda dungeons
Because 3D Zelda's dungeon design has always been pretty much a giant mechanical puzzle box
And the Divine Beasts are meant to be ultimate expression of that design idea, and honestly I find them impressive
I mean just think about how much of a bitch most have been to plan, animate and make sure a giant, animal shaped, movable mech properly functioned and also act as a Dungeon