Explain. I want to know what you define as 'this', most of all. Not to say that this game represents some sort of marked advance where physics and AI are concerned - it certainly doesn't. However, there's something to be said for the execution, the gameplay-mechanic centric design of this open world, and the interconnectedness of its individual elements - which I've not seen equaled in any open-world RPG I can recall. Genuinely, the closest thing that comes to mind is MGSV, a game that's noted for its reactivity and its mechanical interplay (the latter of which is what has me making the comparison).
It's the little things that change what this game 'is' relative to other open world RPGs. I've never played an open-world RPG where I can encounter a ravine and just... chop down a tree, or drag a metal door over, to make a bridge myself. Or where I can actually use the spreading of fire as an active gameplay mechanic beyond burning my enemies out of cover. Or where I can snowboard down a hill, to pick up speed, so that I can glide across vast distances. Or where I can throw a rusty sword at an enemy during a rainstorm, have him pick it up in favor of his lame little club, and watch as he's struck by lightning. Or where I can beat bosses to death, by grabbing a large metal object with a magnet, and slapping the everloving shit out of them with it from afar. Or where I can shoot an enemy with an arrow from stealth, and leave it confused and angry toward someone else. The thing that I'm excited about most of all is that this game takes the 'journeyman' aspect of open world RPGs and endeavors to make it intrinsically fun and engaging throughout. In any other established open world franchise, a map this size would probably turn me off, but based on what I've seen of Zelda, I can envision myself having shitloads of fun just surviving and traversing that world, before I even consider things like combat or puzzles.
Plus I really appreciate how this game takes elements found in traditionally much more complex games and endeavors to make them more intuitive and more relevant to the core gameplay experience. As someone who traditionally eats up survival games, just seeing demo players drop flint and firewood on the ground, to strike them with a metal object and make a campfire appear, makes me giddy. Not to mention things like temperature serving as active gameplay mechanics, which I enjoy, but which I also tend to have to mod into games to begin with. And cooking, and climbing, and weapon degradation (being able to destroy spent weapons by just throwing them at enemies for critical damage is fkn boss), etc.