The one thing about Zelda is that unlike most open-world RPGS/adventure games, Zelda doesn't just populate its world with a character creator. Outside of repeatable NPCs (Gorons, Dekus, Zoras, etc.), all other background characters are uniquely designed and animated.
There was some obvious reuse in the early 3D games, but they also used that to their advantage in some cases by going "oh all these guys are carpenters, these two dudes are twins, all the minigame guys in MM are a variation on this character model like they're all cousins..."
Hell, Skyward Sword has some of my favorite townspeople in almost all the Zelda games.
Consider this guy:
He's designed with purpose, he's animated with purpose, all to demonstrate a very specific and memorable character. You approach his stall, he follows you around with almost-terrifying eagerness. Buy something, he's ecstatic. But walk away without buying anything, and you'll see him slouch over after a failed sale.
Or this guy, at the potion shop:
Again, a specifically designed, posed, and animated character, in direct contrast to his confident wife who sells the potions herself.
And yet just watch his idle animations, as he's constantly stirring, occasionally having to hush the baby on his back.
These are details most games completely ignore, giving almost all their NPCs the same body types, the same animations, the same interchangeable costumes and faces, all with no purpose but for scale. Twilight Princess did something similar for its Castle Town and it's by far the least interesting central town in a 3D Zelda game yet.
We'll see how BotW handles it, but I drastically prefer Nintendo going the extra mile for a few dozen NPCs than filling a game with forgettable ones.