Twilight Princess is a bolder game than ALBW. I just can't agree. I can go off and list all the reasons why, but I think it should be obvious to anyone that TP is its own game. I know a lot of people like to say that it's like OoT 2.0 but that's being extremely reductive and ignores all the improvements made in level design and story presentation. There are a bunch of mechanics in TP that wouldn't have even been possible in OoT.
ALBW is an awesome game and I stated that it has its own unique traits, but lets not ignore the fact that the game is built on literally the same foundation as LttP: the map is the same, some of the bosses are recycled, and most of the core mechanics stay the same. The game is intended to be a sequel but if you would've called ALBW a remake, would anyone have doubted you? They can be confused for the same game.
TP did new mechanics because it was allowable. What did Twilight Princess do that was really, genuinely new? To further my point, what did TP do new that was completely unlike anything that Zelda had ever gone, ever?
To answer my own question for ALBW, ALBW does multiple things differently. For example...
1. Exploration is completely turned on its head by adding 3D movement to a 2D overhead world through the use of the wall-fusion thingy
2. Items are no longer found in dungeons or on the overworld (not typically, anyway), but rather rented/purchased, creating a value for Rupees that never existed before.
3. There is a huge variance in the order of the dungeons. If I recall correctly, the only dungeons that follow any order are the first Light World dungeon and the final Dark World dungeon.
And all of these things are constantly on the players' minds, so it's not as though they're just tossed in there. Death means losing all of your item rentals, after all. You're always thinking "which should I do?", and the wall-fusion mechanic is constantly used. The game also features a floor system that allows for a smooth transition from one floor to the next, but it is not as big of a deal as the other three things so I did not list it. Nevertheless, it is the first 2D Zelda to do such a thing.
And if we want to talk about feeling like a remake, what did Twilight Princess do to set itself apart from OoT in that respect? You got Epona, you started in a village down south, you went to Kakariko and Hyrule up north. Your first dungeon is a forest dungeon, your second dungeon is a fire dungeon, your third dungeon is a water dungeon. Heck, the third dungeon boss is called "Morpheel"! As far as items go, almost every item TP introduces falls under two categories:
A. Item that becomes useless, or
B. Item that is an enhanced or altered version of an item that they already made before
The Spinner, Dominion Rod, and Ball-and-Chain are definitely welcomed into the first category, while the Clawshot, Double Clawshot, Hawkeye, underwater bombs, Bombling, Gale Boomerang, and Fishing Rod fall under the second category. TP strongly emphasizes rehashed ideas. As much as it wants to say "I'm different!", the reality is that even though it may not seem like it, TP apes OoT a lot, and in lazier ways than the way ALBW expands upon ALttP (different choice of words because ALBW wears its inspiration on its sleeves). You can say that bosses were recycled, but to what degree? Sure, Blind is in the game, but he plays in a radically different way that requires you use your wall-fusion skill to outsmart him. It's a game that takes heavy inspiration from it, so I view it as a situation wherein these giant baddies, many years down the line, their species propagated or changed. Moldorms and Arrghuses stayed largely the same, but the name - Stalblind - is a nice story detail that suggests that this is a phantom Blind. A lot of the dungeons also have a lot of personality, including the Thieves' Hideout, where you interact with a number of the thieves occupying it.
You can cite ALBW's similarities to ALttP, but it's awfully silly to be using them as a counter for all of the innovation it puts into Zelda, all of the things about it that never "were" until it came around. TP meanwhile is all about the status quo. For me and many others, it's when we figured out that Zelda was no longer going to surprise us, and for me specifically, that trend maintained itself all the way until A Link Between Worlds. Hell, for as much as you cite the world map as an example of how it rehashes another game, its "rehash" makes it more exciting! As a fan of ALttP, it's super fun to see what they did to change the overworld, and to see how much my knowledge of ALttP's overworld would benefit me while playing this game. Saying that ALBW could feel like a remake of ALttP is as silly as if you said that Majora's Mask was a remake of OoT because it used the same engine, the same graphics (more or less), much of the same character assets, and mostly the same items.
These are all Link
These are not Link
None of these images changes the fact that Link isn't at his most identifiable in the above pictures. I mean, that TP picture? If I showed that to my Mom, who is aware of Link well enough, she would not be able to guess in a million years who that was. Meanwhile, she would look at the bottom image with the three people in goggles and say "well they look like Link."