The biggest complaint I see from BOTW is the weapon durability system. While I understand people have frustrations with that, they also praise the exploration of the game. Well the durability system plays into that exploration. This is one of the reasons where Immortals Fenyx Rising fails to be like BOTW. Think about it, if you're worried about your inventory you're gonna want to explore more to get more and powerful weapons to add to your arsenal. In Immortals FR you don't feel compelled to really explore the world. Not just because you don't have to worry about inventory, but also it's a game where you go from Point A to B. BOTW let's you choose where to go and what to do. If Immortals FR was a linear game it would be almost no different than what it is now, but BOTW would be a completely different game.
People hate the durability system, but when you think about it and after playing Immortals FR you see that the durability system plays a part of exploration of the world.
It was the opposite for me. The weapon durability hindered free exploration. The problem was the limited inventory I had until 70 hours in. (I didn't find the upgrade guy until them since I went the other way from the starter island). So setting out exploring the snow capped mountains, weapons breaking all the time meant less room for items helping exploration, less room for 'fun' weapons. Sometimes having to back track to farm better weapons when a difficult enemy was ahead.
It extends the game length, hinders exploration imo. Limited inventory always does, since it compels you to go back to sell / craft / upgrade, instead of keep going. Inventory management is just a chore, spreadsheet type fun. It's not realistic anyway, so why limit it. The only reason I can think of is to artificially increase the game length.
In the end, you never got attached to any weapon or tool in BotW. They were all disposable generic items, stocking up on multiples of the same thing just to get through a couple battles in a row. Having different weapons be more/less effective against different types of enemies is enough to get players to experiment and try different things. No need to brake their new 'toy' after 8 hits. I couldn't experiment as much as I liked since I needed to keep a buffer of tried and true weapons in my inventory at all times just in case. Some of the hard enemies could take 5 weapons and a couple shields to wear down.