To be fair to random paywall article, the exact moment Mario games shifted to being built around a one-off gimmick is also the exact moment it stopped being an industry-defining series that repeatedly pushed forward the concept of what platformers and video games in general could be. Or to be more precise, the exact moment they went from making Mario 64 to making Mario Sunshine.
As much as this looks like a return to form and a game from a hypothetical world where 2D Mario didn't stop being a thing after Yoshi's Island, it's not going to be what it was. It has potential to be good, really good, but it would be in a Tropical Freeze way, not in a "all platformers before this are now primitive in comparison" way.
Which is perhaps an unfair bar to keep holding someone to, and I'm not sure I'd even agree that this game is built around a gimmick in the same way as Odyssey, but it remains to be seen how the Wonder Flower concept will actually feel in practice. At worst I can see it being a pointless way of contextualizing ideas that only ends up hamstringing their potential. They didn't actually need the Wonder Flower to justify doing things like a stampede or weird moving pipes, so it's mainly down to whether the format itself is worthwhile or an unnecessary interruption to the flow of the level. Because oh boy can things like this be overbearing to deal with.