Yeah, I have my issues with it as well. I don't find it to be the "masterpiece" that everyone else says it is. The story isn't as good as previous entries, since it's mostly told through flashbacks. It was fine at first, but then I slowly came to the realization that there's nothing more. The dungeons are lackluster, and there are only four of them in the game. Majora's Mask had four dungeons as well, but at least they were more complex and had their own themes. Just like other open world games, BotW suffers from emptiness. Vast empty fields of grass are scattered throughout Hyrule. Also, the music was pretty disappointing. Every previous mainline Zelda game had plenty of memorable and epic themes, while the only ones in BotW that left an impression on me was the Hyrule Castle theme and Daruk's theme.
I think you should appraise a game by its merits. It seems like you are judging the merits of Breath of the Wild by the expectations of what other types of Zelda games do. It's like appraising an apple by the norms of an orange.
1. When you consider story as only the sort of linear narrative that appears in other Zelda games, sure, there's not much there: but that is also true of other Zelda games, many adventures and RPGs have FAR more involved stories. But this is not the tactic Breath of the Wild uses. What it uses instead is emergent storytelling; the story that your character follows on his adventure is far more engrossing and in-depth than anything the Zelda series has ever done in the past.
2. You're assessing only locations that resemble the arbitrary definition of "dungeon" established by Ocarina of Time. Breath of the Wild, on the other hand, has opted to break up the dungeon-style gameplay across not only the Divine Beasts, but also 120+ Shrines and other locations (like Hyrule Castle, the Yiga Clan Hideout, and a number of ruins across Hyrule). This was done improve pacing, you're not going to find many people that could stomach 100+ hours of Shadow Temple, Water Temple, and Fire Temple style dungeons; Breath of the Wild's on the other hand, no problem!
3. You are saying that wide space equals empty. But this isn't really true, those fields exist because there's very specific applications to them and what Link can do on them (including hunting, battling enemies and guardians, uncovering treasure, foraging, acquiring new mounts, and other things that you would only really be able to do in a field), which I'll point out is a lot more than what Link can do in Hyrule Field in Ocarina of Time (which is most of the overworld in that game); but on top of those fields are mountains, jungles, forests, dozens of towns, deserts, snowfields, canyons, etc... The world is vibrant and packed with tons of stuff to do, and quite well-paced, too; it seems that in most of the world you are never far from stumbling upon something interesting, it's a world very masterfully sculpted to that experience. Calling it empty is a huge shame.
4. As for music, I think what you are referring to is opting to go with ambient and natural sound effects while using music dynamically (like as a cue when approaching certain areas of interest or battles). From a design perspective, this makes a lot more sense than having a looping track (which can get very annoying). Most open-world games use ambient audio for this exact reason; in GTA games, for example, the music only kicks in when playing a radio inside a vehicle, or during certain cutscenes - this is largely due to the far longer play sessions and the fact that 150-250 hours of looping theme music gets annoying (see Xenoblade Chronicles X which opted for looping music instead of the ambience most open-world games use). But when considering the 244 tracks in the game I wholeheartedly disagree that it is any way bad, many of my favourite songs ever from Nintendo games are contained. Here's a few examples:
In my opinion, the Zelda franchise stagnated after the N64, it lacked the vast changes that characterized the series until Ocarina of Time. Things were always vastly different than what came before: Link's Awakening and Majora's Mask were the only two that felt in any way derivative. Breath of the Wild broke nearly 20 years of stagnation and did it in a big and beautiful way. The dream of Zelda in 3D was to stand atop a peak in the world, like Death Mountain, and look out over the vastness of Hyrule: While Ocarina of Time didn't live up to this expectation, what it did was still so good that it was hard not to be impressed. Breath of the Wild is the game that lived up to the dream.