The sweetspot that people seem to want is a central hook or mechanic that they can show off which can easily be imagined to creatively impact the BotW gameplay loop throughout the experience without actually showing the rest of it. The crux of the issue is that, from what I can see, there isn't one.It's truly the modern internet discourse conundrum.
If Nintendo did some 45 minute presentation on TotK that was like "here is a full explanation of all the story teases that set up the adventure, here is the players goal, this is why you want to explore sky islands, this is why you want to explore the underground, this is why you want to explore the old map, this is how dungeons work in totk, this is how your new arm powers work, etc" people would be crying that Nintendo has spoiled everything and "I would have rather found that out while playing"
But instead Nintendo has gone with the "you know what this is, here's a tease of some new stuff you'll be able to play around with", and everyone's crying about how disappointing the game looks because they've shown so little.
People want to be spoiled, and when they get spoiled they complain they got spoiled
As meme Miyamoto says "you don't know what you like, that's why I make wii sports at least with families we're always right"
Well, that's a bit of a stretch; I believe the sky islands have crazy navigational level design potential that'll recontextualize the entire overworld in a really meaningful way. However, that's not getting across to people in the marketing.
And I think a similar problem pervades the whole thing. You can absolutely describe this game as BotW with sky islands, new runes, and zany vehicles, and you'd probably be proven right after the game comes out. But I also think those things will combine to be much more than the sum of their parts. How do you communicate that in a trailer? I'm not sure.
It is worth noting, I suppose, that BotW would not have left nearly the impression it did at E3 2016 if it were just the trailer. What left a lasting impression was the creativity possible with Stasis and Magnesis combining with the physics engine, which wasn't at all demonstrated in the trailer (Stasis didn't even appear), as well as the scope of the map demonstrated in the demo with Trinen making far off pins to show what the actual scale was.
Does TotK need something similar? Perhaps. But I think now that we get the scale on which this game is operating, it wouldn't hit nearly the same. I imagine this discussion will continue until reviews are out and the game drops, regardless of what marketing decides to show.