At this point I just don't know what you people even mean with traditional Zelda. What is it that TotK isn't able to give you that a traditional Zelda can?
Simple, a Zelda game that isn’t grindy
I personally don’t even define it as “traditional Zelda”, I just feel like BOTW/TOTK’s take on non-linearity borrows too much from AAA open world games, while they could have rather expanded on the non-linearity that was already present in some of their own games. Now these discussions always go in circles due to either fallacies, moving goalposts or being stuck in random semantics like defining what’s a dungeon so I’ll just focus on answering your question and saying WHY people have this sentiment
So, getting new items and clearing dungeons is a big part of older Zeldas, it’s an easy metric to use to evaluate some of the games, people value those. Let’s set aside the question of linearity or what defines a dungeon or how good the puzzles were, let’s just look at why Zelda dungeons are well regarded and why they are a sound decision in game design. They are basically the culmination of each area that you visit. They have their themes, they give you a new item that basically gives you a new ability to help you progress not only through the dungeon but also through the game in general. They are also good levels on their own, Nintendo is pretty good at this level design thing. Each area having their unique challenge is naturally appealing.
Open air Zeldas only have four of those, each basically at the ends of the 80+ square kilometer map. You get all of your abilities at the start, so the few permanent upgrades you do get are stuff that basically makes navigating through the game more convenient. So when you’re engaging with the game outside of those four main areas, you just never reach the same climax you would with a usual Zelda dungeon. You get mostly breakable weapons or crafting materials, sometimes a part of an armor set. Heart Pieces were a memorable and distinct collectable, they weren’t dungeon items but they were usually associated with a more complicated task than getting more rupees. In BOTW/TOTK you have twice as many due to stamina upgrades, and you all get them in Shrines which are isolated puzzle rooms that share the same theme.
I think grindy is the best word to describe the issue, because these games are simply grindy in a way that Zelda has never been before. Complain all you want about segments that you didn’t like in past games because they were mandatory, but they are still less of a pacing issue than the repetition in BOTW’s structure. Exploration is meaningless without the proper context, that’s how the lack of uniquely themed dungeons and items hurts the games. This basically undermines the whole exploration, because what are you looking forward to in exploring a new area when you already know that Shrines look the same.
Here’s an example on how exactly it undermines exploration and makes your choices not have as much weight. So in BOTW you can go anywhere after the Great Plateau, the game leans you towards the Zora area. There you get the Zora Armor which makes you swim up waterfalls, one of the rare permanent upgrades in the game. Now let’s say you choose a different direction, you go to the Faron area. There’s waterfalls there, you don’t have the Zora Armor so you get up there by eating stamina meals and using baloons and whatnot. What’s the climax here, what do you get for bothering to go out of your way to get there rather than following a critical path? A shrine? A helmet that resists electricity? There’s just not enough that makes this part of the area stand out compared to say, the one that has a dungeon.
So far TOTK seems to have this same flaw. I’m enjoying it, I’m appreciating what’s new in that game: Ultrahand alone probably clears all Sheikah Slate abilities, it’s impressive how they made all this building and fusing work with a controller. I didn’t reach a main dungeon just yet, I’m out there doing towers and getting sidetracked by quests and such, the sky and depths are cool. I’m collecting a bunch of junk that slowly starts to come up. Yet, I’m just not reaching any climax after dozens of hours, you need to have more distinct areas and challenges out there outside of the four story dungeons. It’s just a grind, outside of the few armor that I found everything you collect you need a certain amount before it does something. The sidequests are better than in BOTW so far but they don’t feel like they make much lasting impact in the world, they were still mostly fetch quests, so far I haven’t seen anything similar to something like repairing the lighthouse in Wind Waker.
Therefore, a non-linear Zelda with a higher density of focused, themed level design as well as not being grindy would basically make everyone happy. They have all the solutions they need within the series itself, it had big MC scores before BOTW and plenty of additional concepts to explore. The person you quoted mentioned that they never even made a new traditional Zelda in HD. That’s a valid point, consider it for a second. While a game like TP got some flack for being formulaic, it never got enough credit for the unique and novel elements it had. Something like Snowpeak Ruins was pretty atypical for a Zelda dungeon, a lot thought it was just a pre-dungeon area, or took until they got the map to realize it was the dungeon. It had doors with knobs, it had friendly NPCs, you had to help them make soup. In SS, the line between field and dungeon is even more blurred, pretty much every area has almost dungeon-like level design, very dense game overall. Imagine if they expaned upon that with hardware that isn’t a Gamecube or two. They could have made a non-linear game and moved on from the “three dungeons at the start” structure in a different way.
Sadly, for fans of the game that tells you to use your imagination, a lot seem to react in the most uninspired way. “Open world sold way more, it won GOTY, just move on, it’s not for you, Zelda fans are the new Paper Mario fans,
insert random Nintendo series can replace old 3D Zelda, next one should be BOTW3 with underwater exploration, next 2D Zeldas can be remakes (no new original game since 18 years btw)”. I know the thread title is sensationalist (the most recent Zelda will always be the template, he also said that for SS), I know that people that have BOTW on top feel validated but that’s no reason to make these strange narratives. None of the people that prefer other 3D Zeldas want to take away what BOTW/TOTK added to the series, it really boils down to the structure, especially Shrines. Hell, all of the BOTW superfans that followed the artbook leaked suggested stuff like the game having 9+ dungeons, didn’t those end up just being the glyphs? Point is, people in general are enthusiastic about this idea. No need to nitpick on anyone that overall prefers other Zeldas due to disliking BOTW’s structure because instead of dropping walls of text like me, they just go shorthand and say stuff like “traditional Zelda, dungeons, permanent upgrades, not my Zelda anymore”. It’s simply fact that the grindiness and structure of BOTW has introduced problems that the series never had at all. Thankfully they can only look as far as in their own games to address those