Something I feel was missing in Tears of the Kingdom? Perhaps a more meaningful overworld...
In an older 3D Zelda game like Ocarina of Time, you would come to find that many locations in the world are locked or inaccessible. But there is also a sense of wonder attributed to these experiences... They do not necessarily frustrate the player as obstacles intended to tease, but instead invite the player to anticipate something that eventually will be made accessible as the game progresses:
You trace a river to locate its source, leading you to a new area apart from the mainland. But the pathway has been blocked off by a barricade of rocks… You acknowledge the need for something to break the rocks, which also becomes available once Link eventually is led to discover the bomb bag.
You discover a mysterious entrance in the woods, taking the shape of an elevated portico. But the perron leading up to it has been broken off from its base… You acknowledge that this place must bear some kind of significance, and you will eventually be led to return to the site after traveling to the future.
You shoot an arrow towards the morning sun, and a brilliant treasure descends from the sky. But the platform it lands on cannot be reached, standing amidst the crater of a drained lake… You acknowledge the need for a body of water to swim across, while clearing the Water Temple consequently restores the lake to its former state.
The most distinct difference between these two overworlds is that one of them ties a purpose to every location, that ultimately bears significance to the unfolding of the storyline, while the other is merely a large map with geological features and landmarks that bear little to no significance at all... With such a massive overworld and only a small portion of it being attributed to a meaningful purpose, the concept of exploration eventually grows underwhelming and monotonous in the absence of a true incentive.