I thought the systems in question were superbly designed. To the point, where if you engaged in them, the flow felt natural and ongoing constantly throughout the game. I know many don't appreciate the weapon system, but the reason it clicked for me is because I literally never sat and considered it. I engaged in combat at every turn, always had a plethora of interesting weapons with different move sets, and was seemingly always rewarded with little surprises, whether being chests or monster parts or new areas. The amount of ways to engage an enemy was equally exciting to me. Cutting ropes, lighting objects on fire, throwing bombs, hitting enemies with special arrows. It all felt very dynamic to me in a way most action adventure titles in this genre do not. A lot of times the weapon criticisms seem leveled in a way where gamers are conditioned to be hoarders. Never using items in RPGs until the last boss, saving all their materials, or (in Bethesda games) picking up every single object. I know this was my friend's problem with the game. He was the kind of person who would hit analysis paralysis in games that give you skill trees because he wasn't sure what was the best one. In Zelda, I threw caution to the wind and felt rewarded constantly for my choices to use and abuse every item the game left at my disposal. It felt new, fresh, and exciting, because let's be honest - a lot of the reason we are conditioned to hoard is because in many games it actually pays off. Zelda let me play in it's sandbox and rewarded my play time with a constant stream of newer and nicer toys to play with.
The story and music I feel both together have a great understated vibe to them. Not all games require a sweeping plot with linear resolution to resonate. The characters of Link's world made it up for me and I found the hidden memories very touching and a unique spin. There was a lot of world lore, trying to figure out what happened the last 100 years and piecing together the legacy that was left. I thought the champions (old and new) brought some very nice dynamics to the world. And to agree on one point, gosh the world is beautiful. I never tired of exploring it over 200 hours and am gearing up to do a Master Difficulty run very soon to hopefully put another 200 in. I disagree that it did not feel like a real universe. To me it was a living and breathing fantasy world. I'll never forget the times where I walked around a high mountain ridge to see the sun come up and a light fog cover the area. I got chills when unplanned events like that happened, because the world really was that dynamic. I never felt more invested in an open world before, as the stamina / climbing / and special item mechanics perfectly complemented each other to make traversing each area feel truly like a journey.
Puzzle and dungeon-wise, I'm not as down on the beasts as most. I think they were fine, but they were not a highlight for me. I thought the shrines were exquisite though and loved every single one of them as I completed all 120 without a guide. So let's call it a partial agree on the beasts being relatively disappointing chunks. But between the Korok seed riddles, the shrines, and the other open-world puzzles and how seamlessly they interact with the item set you are given and can be solved in numerous different ways? I'd say it more than evens out some good-not-great dungeons (at least for me.)
So for me, to say it feels like a tech demo is crazy. I get in concept a lot of your complaints, but in practice, I struggled with virtually none of what was stated in the OP. In fact, I didn't read or realize how people were reacting to the systems until I had beat the game (took off a week from work and played every single day > 12 hours.) It shocked me, and this extrapolation of it shocks me even more. In my mind this is a master class in game design. Not only was it my favorite game of 2017, it will rank very nicely in my all-time list. I haven't had this much fun with a mainline Zelda title since Wind Waker and don't know that I've ever played an open-world game that quite matches what was constructed here. If anything, looking back with a sober view on things almost a year later has only enhanced my view on the game. So many times last year was I playing one of the excellent newest releases and yet thinking about Zelda, fighting off the need to get back in and do more or start a new game. If I reviewed games I'd have given it a 10/10 then and would still give it a 10/10 now.