All this gif says is that Mario 64 has the best moveset, which it absolutely does. It's open, less platforming oriented level design never actually demanded this level of play from the players in the way that the Galaxy or 3D games actually emphasize constant platforming with their more tight design. Anyboy can master a game- even a cruddy one- with enough time and show off skills that make the game look amazing; that's not really a credit to the game itself.
All that said- I would absolutely love to see 64's moveset return, married to the more tight design of modern entries, with levels that actually require proper utilization of the full moveset.
Well, I think if you're not playing Mario 64 like Siglemic, or
aspiring to play the game that way, you're just not going to get the most out of the game.
The brilliant controls combined with levels which don't automatically kill you if you miss a jump practically encourage playing the game with a reckless abandon.
There's a playground quality to the levels which to me is what makes the game special, but to a lot of 2D Mario fans makes the game an act of sacrilege.
And there's actually a ton of platforming in Mario 64. Out of the 18 main levels, six are nothing but platforming (bowser 1, 2, and 3, Lethal Lava Land, Tick Tock Clock, and Rainbow Ride), and seven have what I would call moderate to heavy platforming (Bomb Bomb Battlefield, Whomp's Fortress, Shifting Sand Land, Hazy Maze Cave, Wet Dry World, Tall Tall Mountain, and Snowman's Land).
Now, maybe you can quibble with some of these, but it's not like 3D World doesn't have its share of levels without any platforming (ie, jumping). People raved about the shadow level, and the course with the dinosaur rafting. There's no platforming there. Is travelling through transparent pipes an example of platforming? No one criticized it on those grounds when it was revealed.
Now, if you're going to say that platforming is not exclusively tied to jumping, that's fine, and I'd agree with that. But then that opens up a lot of what Mario 64 does in the courses I didn't cite above to be counted in the definition of platforming.
Talk about tight platforming mechanics really just seems to be code for linearity, which to me is the primary difference between all the 3D Marios, not the amount of platforming.