I'm sorry to say that you're liking the worst part of the games by quite a bit.
They're never that challenging and they're the least replayable type of gameplay mechanic this side of QTE.
They're the worst part of the game to you. To me they're the only part that matters.
Things don't have to be challenging to be enjoyable. I'm currently playing Fatal Frame and is very much enjoying the puzzles in it. They all come in three different shapes and are all very easy.
1. Take a photo of something, get shown a location, go to that location. Essentially a fetch quest.
2. Read research note that contains some numbers. Convert those numbers to japanese(?) and enter them.
3. Sliding block (not the 3 by 3 grid one, I'm not entirely sure what those are called).
All of these are very, very easy. But I find them very engaging because they really immerse you in the themes and atmosphere of the game. The items you fetch are, at a few points, things like a key. But most of the time they're creepy items that reveal parts of the plot of the game.
The numbers you enter from the research notes describe sacrificial rituals, which is naturally creepy.
Even though the puzzles are very easy, they force you to think, if only for a moment, about the things that have been going on at the mansion.
To me, some of the quests/puzzles in Majora's Mask hit this. It's one of the reason it's my favorite Zelda game by a long shot.
I have 230 unplayed games in my Steam inventory. Most people haven't played most of the games they own. I don't see why I would want a game to be replayable. Especially since Zelda games are really long as it is.
I've finished the game and did all the shrines (still not done with the koroks because seriously who is? and I'm not gonna use a guide, I like being paid when I work).
1 thing for sure, the game only offers 4 big puzzles that use the kind of spatial awareness the best Zelda dungeons are known for. I'd argue that the Water one is the best of the bunch. Outside of that all the shrines are similar to what you would find in games like WW , ALBW or the DS games : single room bite sized puzzles that are solved on their own term but are disconnected between them.
I disagree that they are disconnected. Since other Zelda games have a more linear progression, there can be a progression in the ideas presented in the puzzles. BotW occasionally has such progression within a shrine, but never between shrines that I've seen. I've only done one divine beast so I'm not going to speak about those.
The big plus BotW offers over all the other puzzle centric Zelda games we had to suffer through is that there is usually more than 1 solution to each puzzles.
That alone is the only way to make an engaging puzzle that doesn't rely on finding what the hell the developer was thinking at the time.
Having more than one solution isn't a good thing. Or a bad thing. Some point-and-click adventures have puzzles that are about finding out what the hell the developer was thinking but those are simply poorly designed puzzles. Good logic puzzles are not that. They can be logically reasoned about until a solution is found. Hexcells only has one solution yet is very engaging and at no point feels arbitrary or contrived.
When having only one solution becomes a problem is when there are other potential solutions that seem equally logically valid but the game won't accept them. I don't remember the specific details but I've encountered this a few times in Artifex Mundi games. Usually they want you to cut something, and you need to cut it with the right tool, even though you have something else that would probably suffice. The worst one was where you had to get something from the other side of an electric fence and they wouldn't accept my perfectly logical solution (I forget what it was) but the intended solution was to stick a metal rod through it...
Also unlike ALBW, despite giving all the tools at the start and being pretty open in the progression it doesn't devolve into a shitty easy mess like on 3ds where every dungeon is as hard as the 1st one because the devs couldn't think challenging players was conducive to a better experience.
I haven't played ALBW but I disagree. I haven't beaten the game but so far no puzzle has given me pause for even a moment. They've all been incredibly easy. (Not that that is inherently a bad thing, easy puzzles can still be interesting. As I've previously stated.) Maybe ALBW is even easier, I don't know.