Actually no, I don't "have to come to terms" with your assertion, I reject it as untrue. If you're going to conflate a scripted interaction with the ability to apply physical and chemical forces freely throughout an organic world in a way that produces countless gameplay possibilities, then we may as well conflate Mario 64's breakthroughs with the implementation of simulated 3D in Mode 7 SNES games, and there's little point continuing this discussion.
BotW physics is very limited and indeed has quite scripted feel to it in many cases.
It has technological limits due to having to run on the Wii U's CPU, yes.
But let's take the scenario I described; you could fire a bomb arrow during a fight and not only damage an enemy, but set the grass around them on fire thus igniting and degrading their wooden weapons, and causing an apple tree to topple and kill one baddie, and for the apples to roll into the grass fire (which spreads with the strength and direction of the wind) and become roasted apples, then to use the updraft generated as the fire spreads to get airborne and rain more arrows down on the remaining foes. This isn't a scripted sequence, its the dynamic result of the game's various systems interacting.
In the conversation you're joining, this was compared to using a specific power at a predetermined point in Okami to produce a canned reaction, much like bombing a cracked wall in Ocarina of Time. I know you're not a fan of BOTW, and that's totally fine, but surely you can see the two aren't remotely comparable.