After a brief dip into the dunkey thread on the game I figured I'd take a more structure approach to this argument.
I'll preface this by saying that I completely understand why this game is so beloved. It pioneered 3D Platformers, and 3D games in general. Many people consider the game to control Perfectly, with Perfect levels and Perfect design etc. The game was a spectacular leap forward for our industry and I love what it has done for games as a medium and for the industry as a whole. I respect this game, but I don't like it. I think it is terrible. I hate it.
And obviously, obviously this is an opinion piece. I am not trying to convince people that this is an awful game but I'm just putting forward the reasons why this game, that is so universally revered, is not enjoyable to me (and maybe some others). So without further adieu:
1. The Context (Hub World and Stars)
Starting here makes sense to me. I don't like the castle, I think it is the root cause of a lot of my grievances about this game but just from a design standpoint I don't think it's very well implemented. Having this weird maze-like structure that is, in-universe, supposed to be some sort of place that people live and operate in always struck me weirdly. It felt like "Hey, Peach is a princess, she has a castle. Lets go with that." which led to "how do we get all these worlds in here?" which led to... paintings I guess. How do we get them to play the levels in order? "Uhhh... mario has stars right? Lets go with that. You need x stars for certain doors" etc. Its just excuse after excuse eithout any real reason apart from "thats the easiest way to get these things into the game". It's a small gripe but imo an important one because a game being contextual within itself is something that always draws me in and makes me care about the world even if it's an incredibly game-y world, the smallest touch goes a long way to making me feel better about how it's presented.
In SMB1 it's a mad dash through all the levels to reach the princess. You are left, Peach is right. Go get her. Mario is travelling from place to place hunting what he thinks is Bowser/The princess but it turns out to be someone/somewhere else. There's a sense of urgency that, at a very base level gives you context and drives you through level to level. It's barely there but it's something, and something is enough. In SMB3 it's the same but with an actual overworld which goes leaps and bounds into establishing the place that you're in. Again with Super Mario World.