running around an empty open world fighting the same dogshit enemies?, finding the same identical-looking shrine just to do an easy puzzle for dogshit rewards?. Finding a cool weapon only to have it break if you so much as sneeze?. And when you're trying to climb a small hill and it rains you have to wait 5 minutes for it to stop before you can continue?.
The open world isn't empty, I always saw the 1-to-2-minute downtime between locations as a way to pace out the combat/shrine encounters. Just because something isn't happening every 30 seconds, doesn't mean the open world is empty.
Zelda puzzles are at their best when they involve multiple spinning plates that need to be solved in a particular order. In previous Zelda games, these kinds of puzzles were the exception rather than the rule (like the fire arrow puzzle in Ocarina of Time). Most of the time, all you needed was the item you grabbed from that respective dungeon to complete, the decisions make themselves, and for the most part, BotW follows this design trope.
The main reason weapons break so fast in BotW is to encourage players to approach situations in different ways. For example, if my weapon was one hit away from breaking, I could sneak up on an enemy and throw my weapon at them since that'll always guarantee a knockdown.
Imagine complaining in a game as open-ended as BotW that it's "inconveniencing" you. If anything the game doesn't toss enough roadblocks at you, the timescale in the game is super fast, you could easily climb up that "small" hill by creating elevation through fire or using Revali's Gale.
In Twilight Princess I'm accomplishing things, I'm beating dungeons that are well-thought out and with engaging puzzles, fighting monsters and demons, and there is an actual 'plot' with characters I actually care about. This meme that Twilight Princess was in any way disappointing is fake news, it was a great game
"well thought-out and with engaging puzzles"
"fighting monsters and demons"
"there's an actual 'plot' with characters I actually care about"
Imagine complaining about having to wait 5 minutes to get up a small hill, but excusing the 2-hour long drawn-out intro of Twilight Princess in the same breath. Nintendo are better game designers than storytellers, and BotW having the 'plot' be simple, but leaving the details of the characters involved behind memories was a step in the right direction. If players aren't going to bother with it, it's better left in the hands of more curious players instead of bogging the experience down with an unnecessary amount of flow-breaking cutscenes. The rest of the buzzwords you throw without any elaboration tell me you either didn't play the game or haven't played it in close to a decade.