But there's also the factor that they are often not designed like a Zelda game at all. What I mean by that is, Zelda was never built like a puzzle game in the past. Similar to Mario, it tries to make sure you understand how mechanics work before asking you to really use them, so a lot of its puzzle design is simply recognizing where and how to apply that. Even in older games, the level of blind experimentation was kept pretty low, with the GB/N64 games probably being the peak of it. Quite a few shrines on the contrary resemble the sort of logical leaps a puzzle game is built around. This was a thing in BotW's shrines as well, but TotK really doubles down on it with the building stuff. The puzzles are generally quite simple, but rely on withholding important knowledge from the player. For many "build a device" shrines, you have to guess what might work (a process not helped by the occasionally fiddly nature of the game which can make even the intended solution inexplicably fail if you placed an object just a tiny bit off) and you keep trying until an idea eventually succeeds. This is how most level-based puzzle games seem to work, in my experience, like Baba Is You for example. I personally hate this kind of design, and find it nothing but frustrating regardless of how fast I find the solution. And building mechanics aside, Zelda has just never worked like this.