I think you are drastically underselling how huge the physics and chemistry systems change the way you interact with the world, and what actions you can do as a player. Like I said, by comparing it with Elden Ring, where literally all you can do is swing a weapon, walk, run, and get on a horse, it becomes clear how freeing the game is. The only variety in Elden Ring comes in how you interact through combat.
I don't even really disagree about the rewards thing, although I don't think it was as bad as you've described. However, what I meant with my original comment when I said Nintendo didn't 'capitalize' on BotW's systems was more in line with my point above. With Elden Ring, the design of the game is structured around the insanely limited options of player actions. They do a good job of giving you interesting situations, but the size of the game is big enough that the core gameplay loop becomes monotonous anyway. I don't think it's a coincidence most people cite burnout around Leyndell. With BotW, and even moreso in TotK, there's just more options on the table for events, puzzles, and situations they can design. To me that's just plainly more interesting. And hopefully they do a good job of that.