Horizon introduced a huge step up for the crafting design. It makes it all less of a pain by crafting everything in real time (no pausing to craft) and on the fly, with the press of a single button instead of the pause button/select button.
And also did that as an option for the player as well. You can traditionally open up the main menu for a more in-depth crafting.
Best of both worlds. Its perfection.
And its a neat idea devs should adopt if crafting is a huge part of a game's component.
TLOU was far better when it came to crafting.
I haven't played Horizon yet, but I did play TLOU which I find crafting to be one of it's sub systems that helps combat. Basically, it isn't central to the experience so no wonder they make it short and easy for the players.
That by itself isn't a problem, but most of the replies here are bringing examples of a lot of games where crafting is secondary to the experience which, in turn, becomes a nuisance rather than something that can be fun.
For example, TLoU (and I imagine Horizon too) you pick up some items in the scenario, put two or three together according to a recipe you already have and you get a new item which is more useful than it's separate parts. Those are the basic rules for any craft system, but there's no depth so it becomes repetitive and boring by itself. If the items aren't good either, it becomes useless too.
In Atelier there's the same basic steps: Collect, get recipe, make item. However, in this case, there's a lot of depth to each of these processes that make the game fun.
There's tons of material to collect and they can have special attributes that can change the final item.
Almost anything you do will count as progress to get new recipes and there's a lot. You also don't get everything at once, since each item created can have special attributes that you need to discover for yourself. The crafting itself can get tricky with a lot of skills and rules to follow, making it puzzle like.
The items themselves can be used in the field, side quests, battle or as materials for new items.
It's a (almost) never ending loop of crafting that never gets old. I know atelier is a craft oriented game and TLoU is not (being survival horror, craft should be quick and simple), but I really wonder if Zelda or Horizon (both which I haven't played yet) couldn't do systems like this to make it more interesting.