I do agree that BotW is overrated to an extent, and I would not call it the best Zelda game ever. The author, while his writing style may need work, has some good points.
BotW has many of the same issues plaguing other open-world games, including repetitive fetch quests, and it even has "Ubisoft towers" needed to unlock portions of the mini-map (though it does them far better than any Far Cry game did). Few things aggravate me more than having to grind, grind, grind away at repetitive tasks. Some mechanics seem to exist purely to slow you down and be a time sink. BotW does often feel broad without feeling deep at times, and much of the game feels like repetetive busy work.
But most of all, the game is lacking some of the things that make Zelda what it is. The multitude of mini-shrines were no substitute for having a smaller number (but not too small) of unique, often distinctly themed dungeons that often contain a new weapon or ability need to beat the dungeon, or the boss, or generally help with Link's progression as a character. They're simply used as a way for Link to earn the orb "currency" now needed to "buy" Hearts or Stamina containers. Breakable weapons not only makes weapons feel either generic and disposable or (for the four unique weapons you earn after beating a Divine Beast) too awesome to use, it also makes you want to simply avoid most enemies. After a while, you simply stop caring about the act of finding a new weapon. An Edge of Duality or Royal Broadsword just starts to come across as less of a cool new discovery and more of a "its just the Traveler's Sword but with higher attack power" reaction, just another disposable item with little inherent long-term value. Many of the classic items are simply gone, while bombs are simply an unlimited-use item found early on and never feels as special as they did in older games. The rune system (at least as executed) combined with breakable weapons and the aforementioned lack of proper dungeons really does help negate that sense of progression as well as the sense of excitement over finding a new weapon or shield or item. The relative paucity of proper full-size dungeons is further complicated by the lack of boss variety. The various Blight Ganons pale in comparison to the boss rosters from older Zelda games.
An issue I have that the author doesn't have is my dislike of the very small enemy roster. There's a dozen normal basic enemy types (Bokoblins, Moblins, Lizalfos, Wizzrobes, Chu-chus, Pebblits, Octoroks, Keese, Guardians, Guardian Scouts, flying Guardians, and Yiga soldiers), just given various palette swaps or sometimes elemental abilities to pad things out. You have the Lynels, Hinox, Talus, and Molduga mini-bosses as well. This seems like enough, but you'll be mostly fighting Bokoblins, Lizalfos, and Moblins most of your journey. Other Zelda games typically had much larger rosters. Most typically had at least 20 or more (LttP had close to 40).
BotW did have many strong points. The world does feel suitably expansive, and it was always fun trying to simply explore or discover a new place. BotW's Hyrule really was an engrossing place, even if there wasn't much to do of substance in that world. The combat feels great, and the game allows for some interesting ways to use the environment to your advantage. The AI is great. I actually enjoyed the survival mechanics, such as having to find food or sleep at inns to regain health, or having to dress appropriately for certain extreme weather conditions. The backstory was interesting, as was the addition of "magitek." That technologically advanced Hyrule of 10,000 years before BotW began seems like a promising location for a future Zelda game.
BotW was good, but could have been so much better. Having an open world is fine. Some older Zelda games were "open world" for their time as well (e.g., LttP allowed you to go most places off the bat, and the Dark World dungeons do not necessarily have to be completed in the order they are numbered). But there needs to be more activities of actual substance. The bones are strong, but they need more meat on them. The pool is wide, but needs more depth. BotW is a good starting point, but some improvements could be made, including:
●Proper full-sized dungeons, at least a dozen if not more, each with their own unique appearance, challengers, and theme.
●A wider variety of more unique bosses for those dungeons.
●A larger roster of common enemies. At least twenty unique types. Keep pallet swaps to a minimum.
●Unbreakable weapons and shield. Have each weapon type (short sword, spear, claymore, axe, bow, etc.) have its own unique properties and be represented by a single unique weapon that can be upgraded (higher attack power, elemental abilities, etc.). Do what most older games did with the shields (single shield that can get upgraded).
●Have a variety of special items return from previous games that function in ways similar to how they used to.
●Strike a better balance between linear progression & narrative and open-world exploration. Unlimited freedom can be almost as bad as no freedom.
●Side quests and other activities that are more unique and rewarding. Keep grinding and other tedious time sinks to a minimum.
Basically, try to combine the best aspects of BotW's massive open world with the best aspects of old-school Zelda.