I feel like the shrines are great as a concept, but the execution could've been much better than it was. Since all of them shared the same assets and were kind of "blocky" looking, it really did feel like they were all made in a "shrine maker" (Like that test chamber creator in Portal 2). If for the next game they made the shrines more like the mini-dungeons in OoT and MM, that would be a big improvement already. Overall I think it's just a matter of quality > quantity if they keep shrines for the next Zelda.
I also heard the shrines in the DLC were much better, but I'm not spending $20 more on a game I didn't like that much just to play those (If they allowed us to buy just the 2nd pack for $10 then I might've considered it though).
Oh, by the way, I watched the video you sent me yesterday, pretty cool!
Every open world game needs quite a few of those hidden mini dungeons/caves or whatever - problem with shrines is they all feel, at least to me, completely out of place and tacked on to main game, and as I said, all looking the same and giving same boring reward. There were few environmental ones that I liked, but that's about it from all those 100+ shrines.
Hope you enjoyed the video. I know that whenever open world is brought these days into conversation, people automatically think of modern mass market open world games - but there are indeed games that do it quite differently, Gothic 1/2 is very good example, being cult classic with open world C/W/RPG fans...well at least, a bit older one. In my opinion, classic 3D Zelda (or something like Dark Souls for that matter) would work perfectly with that type of open world design, and not with something that is more akin to Elder Scrolls.