I remember reading an interview from the days of Skyward Sword about how they wanted to blur the lines between overworld and dungeon, which I think they started reasonably well in that game. With Breath of the Wild however, they royally fucked up with one item:
See that enemy settlement that has a structure like a dungeon? You can beat your way through it glide over it effortlessly!
I saw one /v/ discussion that used a long-forgotten word to describe a primary issue with Breath of the Wild: balance. The game is unbalanced to Hell and back, and most of it's because of that fucking glider. It's too damn easy to glide over nearly everything in the game.
One Nintendo fanboy with whom I'm acquainted is still excited for this game, and I occasionally use his behaviour as a way to glance into the minds of such people. For reference, he's also an anime fan. One time we ended up in a yelling match, arguing about how the game is unbalanced, when I'd thought to mention it to him. His response was, and I'm trying my damnedest to not paraphrase here, If you take a detour around all of the cool stuff just because you can, then that's your fucking fault! and it astonished me. One thing that makes video games different is how they have a challenge component. It's completely unreasonable to blame the player when the game designer effectively adds a push to bypass challenge button.
During a different visit, I believe it to have been a different visit anyway, he tried to show me how much fun aimlessly wandering in the game could be. So he felled a tree, rolled the log down a cliff, and we watched it gain no momentum and stop before it fell into the river anyway; he knocked it in with stasis. That's not very fun after perhaps the first time.