I like the a part where you want Nintendo to totally reinvent Zelda, but then it asks you "Have you played Zelda before?" to skip the tutorial.
The game you described doesn't sound like Zelda, so how would knowledge of past games help in this one? LOL!
Let me explain:
The "tutorial" is the equivalent of what in modern-day Zelda I call the "slog" -- the first hour (or two hours, or three) where you run various errands for characters to learn concepts like Z-targeting, context-sensitive buttons, what rupees do, etc.
Those are what we call "mechanics." Those mechanics remain the same in this version of Zelda. The only difference is that in this world, you're free to go wherever you wish. So, since the mechanics are the same, it stands to reason that if you've played past Zelda games and already know about Z-targeting, etc, you don't need to relearn them here, right? Thus, when the game prompts you, you say "Yes I know this shit" and get straight to the main quest...
Instead of going through the slog.
Also your dungeon idea is the worst idea I ever heard for a Zelda game, even worse than redoing the same temple a dozen times like in Phantom Hourglass.
Sounds like the dungeons would become generic Elder Scroll-esque copy and past holes in the ground rather than experiences that stick with you years after you beat the game.
Nintendo needs to not listen to the fans sometimes. It was the fans that caused the style/mood of Twilight Princess to happen. Not a bad game, but it played things so safe compared to Wind Waker and Majora before it.
You didn't read this whole thread, did you? That's OK -- it's a lot to read.
No, it's not like Elder Scrolls. Think of the average Zelda dungeon. The puzzles mostly involve the item unique to that dungeon, and a few other items. Hell, OoT's Forest Temple didn't require much more than the bow. Keep that in mind, it's important for the next part.
So here you have a setup where you start with the sword, shield, bow, bombs, boomerang, hookshot and lantern. Right from the start, every dungeon the designers make can be made with puzzles involving these items. Already the dungeons can be more intricate than OoT's Forest Temple. Now I get you're saying the Forest Temple is shittier than an Elder Scrolls dungeon, but most would say the Forest Temple was actually quite nifty!
Now add to this the special dungeon item in each dungeon. These items can be used in the overworld in an optional capacity, for mini-dungeons and hidden grottos and such, but dungeon-wise, they're only used in their host dungeon.
Remember that, as it's important, because it allows each dungeon to be approached on its own.
So you've taken dungeons that by virtue of you having the core toolset are already at least as complex as the Forest Temple, and to this you add specialized puzzles involving the special item. Not to mention, a well-designed dungeon (and let's face it, Nintendo will always out-design Bethesda) will also have special mechanics like the segmented ice pillar in Snowhead Temple -- in other words, not an item but a part of the dungeon itself.
Read: There's nothing in this formula to preclude that here. You get all of that and more.
What's "more?" A sense of exploration. Mystery. Discovery. Adventure.
It used to be in the series, so let's bring back what Nintendo worked in before, throw more design muscle behind it and fully realize its potential. It's really not as radical as you think. I hope this clears things up. Nothing like Elder Scrolls in execution. These are Zelda dungeons, guaranteed by virtue of the starting toolset alone.